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GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Mon May 30, 2011 5:13 pm
by Fliggerty
With the upcoming release of the next game in The Elder Scrolls series, we have turned our thoughts to reflections of what it is we love so much about these games.  For most of the staff here at Great House Fliggerty, we first played Morrowind, and fell in love with it.  And of course the reason we are all here is due to our passion for Morrowind mods!

We have compiled a list of our 100 most favorite Morrowind mods of all time!  These are the gems that we have played, replayed, developed, watched and participated in WIP threads, etc.  Many of them are mods that we will add to every game we play, though some are ones that we've played once and always remember.  Whatever the case may be, these are our favorites.

We are first presenting you with mods 100-80, in no particular order.  We compiled our list by first presenting our top 10 personal favorites, and expanding from there.  The top 20 are ones that were chosen by multiple staff members, or otherwise endorsed repeatedly as we worked on this list.

Over the next 20 days we will be presenting 20-1, one each day!   :punkrock:
  1. Better Bodies by Psychodog Studios
  2. Creatures X by Piratelord
  3. Less Generic NPCs (LGNPC) by LGNPC Team
  4. Galsiah's Character Development (GCD) by Galsiah
  5. Julan, Ashlander Companion by Kateri
  6. Illuminated Order by C.J. Devito & LDones
  7. Book Rotate by Cydine & Maboroshi Daikon
  8. Blasphemous Revenants by Fliggerty and Friends
  9. Necessities of Morrowind by Taddeus
  10. Rise of House Telvanni by Pozzo, Bhl, Karpik777
  11. Children of Morrowind by Emma
  12. Water Life by abot
  13. Tamriel Rebuilt (map 1) Map 1 is obsoleted by map 2 (map 2) by The Tamriel Rebuilt Team
  14. Where Are All The Birds Going? by abot
  15. Vampire Embrace by Cortex
  16. Morrowind Patch Project by Thepal and Quorn
  17. Morrowind Comes Alive by Neoptolemus
  18. Srikandi's Alchemy  (BM Addon here: ... il&id=1333)
  19. Building Up Uvirith's Legacy
  20. Immersive Chargen
  21. Jasmine, A Morrowind Companion
  22. Slof's Better Beasts
  23. Westly's Master Head Pack
  24. HELLUVA Wicked Weapons
  25. Better Clothes
  26. Magical Trinkets of Tamriel
  27. Vibrant Morrowind 3.0
  28. Carnithus' Armamentarium
  29. Customisable Robe Replacer
  30. Lothavor's Legacy
  31. Signy Signposts(!): Vvardenfell
  32. Souly Soulgems(!)
  33. Census and Excise Office
  34. Greater Dwemer Ruins
  35. K_Potion_Upgrade
  36. Melian's Teleportation
  37. The White Wolf of Lokken Mountain
  38. Fliggerty's Armour Project
  39. Suran Underworld
  40. Better Heads
  41. Buyable Ghorak Manor
  42. Darker Morrowind
  43. Go To Jail
  44. Josh's Farmer Mod
  45. Dave Humphrey's Furniture Store
  46. Ravenloft
  47. Apostates to Oblivion: Beyond the Realms of Death
  48. Ascadian Rose Cottage (not available)
  49. Daduke's Key Replacer
  50. Wizards' Islands - Scourge of the Frost Bringer
  51. Changing Faces
  52. New Moons
  53. Alladin's Bottle
  54. Annastia
  55. Archmage's Tower
  56. Cult of the Clouds
  57. Ultimate Galleon
  58. Guars
  59. Westly Presents Half Races of Tamriel
  60. HELLUVA Awesome Armour
  61. Improved Teleportation
  62. Mournhold Expanded
  63. Private Mobile Base
  64. Swampy Swamps(!)
  65. Traders 300
  66. Vality's Ascadian Isles
  67. Vality's Bitter Coast
  68. Vivec Expansion
  69. Windows Glow
  70. World of Faces
  71. Advanced Herbalism
  72. Animated Morrowind
  73. Art of War Museum
  74. At Home Alchemy
  75. Book Jackets
  76. Thief Companion Constance
  77. Divine Domina1, 2, 3, 4, 5
  78. Falconer Leather
  79. Increased Dark Brotherhood Attacks
  80. Leaves of Lorien
  81. Living Cities of Vvardenfell
  82. Lost Artifacts of Morrowind
  83. Morag Tong writ greeting tweak
  84. Mormegil Manor
  85. Morrowind Crafting
  86. Morrowind Ecology
  87. Nymeria's Faster Walk Included in NoM download
  88. Orrutus Cavern
  89. Qwert's Airship
  90. Scourge of The Lich Father - Acts I & II
  91. Snow Bear Cub
  92. Texture Fix
  93. The Black Mill
  94. The Goblin Lab
  95. The Sable Dragon
  96. The Underground 2
  97. Theurgist
  98. Undead: Arise From Death
  99. Visceral Discernment
  100. Visual Pack

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Mon May 30, 2011 5:30 pm
by Leonardo
Here is the link for the Ascadian Rose Cottage mod.  :VivecSmile:y

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Mon May 30, 2011 5:44 pm
by Fliggerty
That's a mod of the mod, not the original mod, which is why I didn't include that link.  The original one was done by Korana, and taken with her when she stormed out of here.

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Mon May 30, 2011 6:01 pm
by Fliggerty

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Mon May 30, 2011 6:22 pm
by Wolf
Ascadian Rose Cottage is available here along with all her mods.

She never really stormed out she just moved on and pulled everything so they could all be in the same place.

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Mon May 30, 2011 6:45 pm
by Lokichan
Alot of these I have, looks like we have some similar tastes :)
A few though I have never heard of and will be sure to check out.
Thanks for sharin guys :D

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Mon May 30, 2011 9:01 pm
by Pluto
Thanks for including/remembering/playing my mod (#95)
I'm honored to be included alongside so many great mods on this list!  :-D

When the list is done, do you think the Bethesda Blog might feature it?

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Tue May 31, 2011 9:40 am
by Fliggerty
#20 Immersive Chargen by Qebehsenuf

Re-designs the original beginning of the game.

You start as always on the prison ship headed for Seyda Neen, this modification changes many features to seperate it from the default.

The list of features include:

- The prison boat now contains numerous prisoners and their cells. They will heckle you as you pass by using sound files from the game.

- Removal of tutorial message boxes.

- The time is set to early morning and the weather is set to Thunder. Guards have been placed on the dock as well as on the ship, and clothed appropriately for the weather.

- The census and Excise building now includes numerous other prisoners being released into the world. The building has also been re-designed to appear more 'lived in'.

- Scripted events: To make the experience more memorable and involving.

- Over 80 NPC's used in total, on the prison ship, dock and within the census and excise building. Removed and enabled based on certain situations.

I believe that I had the privilege of being the very first person not involved in the development of this mod to play it.  I was a PES database admin at the time, and it was my task to review it before posting.  I have to say that I was simply stunned!  The level of detail in this mod was inexplicable.  "Immersive" is the only word that could have been used in the title; at no point in time did I feel as if I was working on generating a character prior to playing a game.  The game had already begun, and it was far harsher and grittier than I ever expected!

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Tue May 31, 2011 12:36 pm
by Maiqdabomb
I'm always torn between Immersive Chargen and Comprehensive Chargen. Both great mods, and IC has definitely earned its place.

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Wed Jun 01, 2011 3:10 am
by Midgetalien
great list so farand there are many modstha deserve their place on their! I dont think I would take any one of those mods off the list.

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Wed Jun 01, 2011 9:11 am
by Fliggerty
#19 Building Up Uvirith's Legacy by Acheron and Artimis Fowl

This is a attempt to patch together two of the most popular Tel Uvirth Stronghold mods, Uvirith's Legacy(UL) by StuporStar, and Building up Uvirith's grave(BuUG) by Mike "Acheron". I Prefer the Interior Changes made by UL, as it's the entire mod, so this modifies the BuUG plugin to conform to UL's Requirements by replacing the .esp of BuUG. this does not and cannot allow all features to remain. You WILL loose the options for a few expansions, namely:The Thone Room(already present in UL), the Jail Cells(already present in UL), The Tinker's Lab(now these services are provided by Hlendrisa Seleth), the Option to have Tela Hamme move into your alchemy nest(for obvious reasons), and the option to Advance Fast eddie to spellwright(a plugin is in the 7z that will fix this if you are not using UL).

from Kiteflyer61:
"Building up Uvirith's Legacy is a combination of Building up Uvirith's Grave and Uvirith's Legacy. These two mods were great additions, but were not compatible with each other. BUUL is, IMHO, the best Telvanni mod ever made. It adds enough content to almost fill a complete game by itself. The last time I played through it I got so busy doing all the stuff from this mod that I forgot to finish the main quest! If you haven't tried it yet, do yourself a favor and grab it. I promise you won't be sorry.

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Wed Jun 01, 2011 11:57 pm
by Lokichan
Here is falconer leather link, Korana has all her mods here.

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Thu Jun 02, 2011 8:38 am
by Fliggerty
#18 Srikandi's Homeopathic Alchemy by Srikandi

This mod is intended to enrich Morrowind's alchemy system. It has the following goals:

Make the effects of the ingredients somewhat less arbitrary by adopting the principle "you are what you eat". In particular, if you consume monster products (properly prepared in potions), they will give you some of the powers of the monsters -- but they also may damage you in predictable ways.

Add new ingredients (15 in this version), and diversify the ingredients found in specific areas. Previously there was too much bonemeal in tombs, scrap metal in Dwemer ruins, Daedra hearts in Daedric ruins etc.; now there's more variety. (Note: If you've stopped checking the urns in tombs, start checking again now!)

Add new effects that couldn't previously be achieved with homemade potions. Various resistances, minor summoning, bound weapon/armor, and mark/recall spells are examples. (There are also new negative effects, of course.)

Balance things a bit more, especially for the early game. Specifically, "restore health" and "restore magicka" potions couldn't be made with ingredients which could be readily found by starting adventurers; both of these are easier now.

Prevent NPC service alchemists and apothecaries from restocking, thus preventing the player from obtaining infinite gold by continuously buying ingredients and selling potions with one NPC. This limitation is balanced by the following:

- There are more ingredients in the world
- NPCs now start with more kinds of ingredients and more of each one
- Some NPCs have respawning chests that contain rare ingredients

From Miserina:
I can't even imagine playing without it.  Every time I install Morrowind and then spend twelve hours collecting all the mods I want, that's probably one of the first five or so.  It makes the ingredients make so much more sense in a way that it's an insult to Bethesda that they didn't just make it that way in the first place.  Admittedly, I can understand that they never planned for people to be able to chain Fortify Intelligence potions to break the game, but at the same time it's just so much easier to do alchemy with the mod.  Combinations for common potions are so much easier to set up, and if you just go around picking up every ingredient you see for the first couple hours, you'll find that instead of three thousand useless combinations that get you stuff like "Levitation 2pts for 8 seconds" or whatever, you can actually make a ton of potions like "Restore Health 5pts for 6 seconds".

From Melchior Dahrk:
"Srikandi's Alchemy is a wonderful mod aimed not only at diversifying and realizing the ingredients adventurers may stumble across or purchase, but also tweaking the existing alchemy system. Adding new alchemical loot all over Vvardenfell such as Sapphires, Clannfear Scales, Dwemer Grease, and many more is just one aspect of this wonderful mod. Srikandi also incorporated little "fixes" for some of the existing ingredients, making their effects more useful to the aspiring alchemist; several other gameplay changess for alchemy were included as well, making alchemy a much more balanced and enjoyable trade. Certainly a mod that any player will find worth checking out!"

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Mon Jun 13, 2011 1:21 pm
by Fliggerty
#17 Morrowind Comes Alive by Neoptolemus

Adds 1000 types of NPCs to over 400 cells via leveled lists to bring Morrowind to life. All NPCs have random heads, hair, and equipment (so no two will look the same), and appear and disappear at random. This 'rotation' simulates people traveling to and from towns, and going in and out of the taverns, shops, guilds etc. The aim of the mod is to alleviate the staticness of the Morrowind world, as well as adding colour, variety, and new challenges for players.

It also includes the 150 new types of undead from my other mod, 'The Undead' plus the 21 new ash monsters from 'Minions of House Dagoth', with over a hundred new creature meshes.

From Earth Wyrm:
Initially, I entertained a good deal of scepticism towards MCA - I'd previously always appreciated that every NPC in the vanilla game was named; murmurs about an impact on FPS gave me mild concern; and good ol' fashioned fear-of-change paralysed me.
Eventually though, I bit the bullet and installed the mod out of curiosity. In doing so I discovered, inevitably, that my reluctance with regards to MCA was wrong, wrong, wrong. Even my greatest bugbear - the FPS loss - was marginal at worst and was more than adequately compensated for by the features provided.

Having installed it, the streets seemed now to be thriving with unfamiliar faces. The terrifying emptiness of the cantons of Vivec was swept away for good. The mages guild was suddenly occupied by novices and berobed figures of learning, the fighters guild had their own armoured denizens, and the thieves' hangouts were filled with rogues, fences and other ne'er-do-wells who had come to ply their trade. I had entered into a dynamic, more interesting world and I can't imagine that I shall ever wish to retreat from that - since that time that my curiosity first begged me to install it, it has not been removed from my playlist for even a single day.

From Fliggerty:
This has long been an essential for me.  I believe I first used MCA v2 or so, back when everybody had mismatched pauldrons and looked rather ridiculous.  But the fact was, it made the lonely streets not so lonely.  I have long been an advocate of anything that randomizes the world of the Morrowind. Mods like MCA and H.E.L.L.U.V.A. ensure that every time I play the game, it is a new experience.  And every time I go to Balmora, there will be different people there to interact with.

One of the fantastic things about MCA which I have always loved is the fact that it has spawned a whole series of mods.  There are so many out there that do things like add names to the NPCs, add various clothing and armor, and tweak various settings or events.  Very few mods out there can boast of having so many options created by so many people.  It truly does encourage the idea of playing a new game every time we play this old game.

#16  Morrowind Patch Project by Thepal and Quorn

The Morrowind Patch Project (MPP), formerly known as the Unofficial Morrowind Patch (UMP) by Thepal and quorn fixes almost all of the bugs and problems with Morrowind and its expansions. While the official patches by Bethesda only fixed a couple of dozen bugs, this patch fixes several hundred. The goal of this patch is to make the game completely bug-free (within the abilities of the TESCS).

From Fliggerty:
Really, what can (or needs) to be said about this that isn't immediately obvious?  My first play through of Morrowind was riddled with various really was the reason for me to start playing with the CS.  Fortunately now there are literally hundreds of bugs and issue, small and large, that we no longer need to worry about!

#15 Vampire Embrace by Cortex

Embrace NPC's converting them into vampires who can follow and fight for you. Three different ways you can embrace people:
Convince NPC's to accept the embrace through dialog, and getting them addicted to giving you blood.
Take them by force through combat using the vampire bite combat mode.
Take too much blood while using the blood drinking topic.
NPC's will talk and serve you at very high dispositions.
Take part in every quest in the game.
Persuade or charm NPC's to make them speak with you.
Convince mortal NPC's to donate blood to you.
Mortal NPC's learn to enjoy giving blood after time.
Bite people in combat and drink their blood.
Enslave victims (unwilling mortal blood donars) through combat.
Give victims a presents to your vampire NPC's to devour to raise the vampires disposition.
Create thralls (your loyal mortal servants).
Vampires and thralls can gain levels.
Fast travel safely during the daytime.
Bury your vampires to keep them safe from the sun.
Your vampire NPC's can transform into bats and wolves once you learn the spell.
Access your NPC's inventories.
Combat Strategies.
Tell you vampires to meet you at various locations around Morrorind including Mournhold.
Improved following AI so your vampires will never become stuck when following you.
Advanced teleport when you teleport.
You can choose how much npc's hate vampires in your game.
Your vampires can gain levels by feeding them victims.
Your vampires can gain levels from drinking large amounts of blood.
Your vampires and thralls can gain levels slowly over time as you level up.
Advanced teleport when you teleport.
Levitate when you levitate.
Waterwalk when you waterwalk.
The blood drinking topic offers large x 4 drinks after the first few drinks.
Victims "Travel with my servant" option allows them to travel with your vampires or thralls.
The "meet me at..." travel option now offers your clan headquarters once you have started the first clan quest.
Vampires Stay Here spell command to make all followers stay here.

From Wolf:
This is the mod ive played longer than any other mod.
This is one of my all-time-favorites, I don't even know how many hours i have on this mod, but ive never been able to be a vampire without it.  Now when your a vampire you can enslave cattle, convice npcs to donate you blood if they like you, embrace people turning them into vampire followers, or make an army of thralls.

#14 Where Are All The Birds Going? by abot

Where are all birds going? An attempt to bind flawed Morrowind AI to bring life to most beautiful birds.

This plugin adds to Morrowind peaceful flying creatures based on the wonderful models & textures by Lady Eternity & Proudfoot (Dragon's Breech mod), Cait Sith, Thaedyn Vyr,Kacper Kuryllo & Kagz.

From Fliggerty:
The description says this is an attempt to bring more life to Morrowind.  And that it does...and very successfully.  Perhaps the most magnificent aspect of this fine mod is the fact that it doesn't bring my game to a screeching halt or turn it into a slideshow.  There are birds and such all over the place, every time you look around you can usually something flying away in the distance.  I consider this an essential mod when it comes to immersing myself in Vvardenfell.

#13 Tamriel Rebuilt (map 1) (map 2) by The Tamriel Rebuilt Team

Map 1: Telvannis is the first part of Tamriel Rebuilt's Morrowind Province mod.

A large mod, it adds great amounts of content to the game, including:

-Over 500 exterior cells
-Over 400 interior cells
-Over 6500 dialogue entries
-Over 950 NPCs
-Over 25 new creatures
-Over 250 new pieces of equipment
-Over 100 quests

This is a beta release, so not every quest that the final version will have is in it. This is, however, our last beta for Telvannis, the next one will be the final version.

The area that Map 1 occupies is mostly occupied by House Telvanni, save for two Imperial settlements on its western coast. It spans diverse types of terrain, from the rugged Boethian Mountains to the overgrown wilderness of the Telvanni Isles; from the rolling hills and fertile pastures of the Molagreahd to the dark depths of the Sea of Ghosts.

Its population is spread across a number of settlements, ranging from the majestic glory of Port Telvannis to the imposing battlements of Firewatch; from the sprawling bridges of Gah Ouadaruhn to the dizzying heights of Tel Ouada.

This release, Antediluvian Secrets, is the second part of this effort, with its varied landscape stretching from the famed ruins of Kemel-Ze in the west to the massive Boethian Lake to the east. This land is a treasure chest of ruins and ancient secrets waiting to be discovered, from the long-looted halls of Kemel-Ze, to the cursed ruin of Nchazdrumm, to the mysteries shrouding the ancient city of Dun Akafell. The land is mostly Telvanni but for the town of Helnim, awash in its own squalor, enamored by its own decline.

We consider Antediluvian Secrets to be a continuation of the Telvannis region, as it completes the land controlled by the eccentric and power-hungry Telvanni mage lords.

Some statistics for Antediluvian Secrets are displayed below:

-Over 580 exterior cells
-Over 420 interior cells
-Over 4000 dialogue entries
-Over 650 NPCs

From Fliggerty:
There is nothing like increasing the scope of an already large game.  Have you somehow managed to get bored with Morrowind and the official expansions?  If so, there's good news!  Tamriel Rebuilt shows us that a large mod project can indeed be managed properly, and can produce amazing works!  They have managed to add literally hundreds of hours of gameplay, giving new towns and landscapes to explore.  And what's more, it gives us more places to mod!

From Earth Wyrm:
Tamriel Rebuilt represents a stand-out highlight for the Morrowind modding community. What we have thus far seen of it has been crafted with such diligence and care that it consistently matches or bests the already high quality of landscape that we have grown accustomed to in Vvardenfell. The mod itself has an element to it that seems, in my experience, unique within the modding community - not just adding to the world that we have but also contextualising it. Yes, you may be the lordy lord of Vvardenfell but Morrowind's borders extend much further than Vvardenfell alone and the mainland represents almost a distinct culture to be absorbed and explored.
It's enough to make you really feel like an outlander again.

From Kiteflyer61:
I'm a little prejudiced when it comes to this mod, as I'm a TR modder, but it's so huge even I haven't seen it all. The project is, afaik, the longest continuously running one of all. So far, only two maps have been released, but those are so breathtakingly beautiful that they could be a new game all by themselves. Now you can visit the places that were only rumors in the original game. The attention to detail is absolutely incredible. It blends with the original game so well that it's hard to tell where vanilla ends and the mod begins.

This is what Bethesda would have done if they had had 10 years to make the game in the first place.

From Melchior Dahrk:
"Tamriel Rebuilt is more than a mod, it's an ongoing project which is bringing the mainland of Morrowind to life! Without it, players are restricted to exploring only the Vvardenfell district. With a few releases down and more content constantly being worked on, this is an addition to the game which any player should check out. Get ready to explore vast cities, eye-popping caves, beautiful vistas, encounter brand new creatures and so much more than a short description can list."

#12 Water Life by abot

Water Life is an attempt to mix the scripting techniques developed in the "Where are all bird going?" plugin with the best aquatic creature modding resources to bring more life into Morrowind waters.

This plugin mainly adds to Morrowind (most) peaceful aquatic creatures based on the wonderful models & textures by Cait Sith, Lady Eternity & Proudfoot, Brash.

The main goals of the plugin are:

- make waters and shore feel more alive, especially deep sea diving in wilderness desert areas

- tolerable/dynamic fps hit

- no install/uninstall/reinstall quest/game consequences

- compatibility with all existing & future plugins, thanks to the dynamic, real time placement/deletion of all items and water areas recognition.

What makes this plugin really different is the way (with pros and cons) creatures are placed in the world and the effort to make them more "alive".
You can hate or love this way of placing creatures, but I think it's worth a try.

From Jac:
Abot's Water Life makes swimming and fishing interesting. No longer are you only on the menu for slaughterfish and Dreugh, you now have to watch out for sharks, killer wales, and other creatures. But you can also enjoy the scenery as trout, bluefish, and even manta rays swim by. An added bonus are the water fowl: you can find ducks and geese floating or walking near the various swamps in the Bitter Coast, bringing some much needed life to the sea and the seashores. This is what Bethesda should have included in some fashion in the original game. While the water does hold danger, it also holds opportunity. A must have mod in my book.

From latendresse76:
Water Life expands the seas and shores of Vvardenfell with a large wild life diversity. No longer are you attacked in the sea only by Slaughterfish and Dreugh you now have Sharks, Octopus and Sea Turtles to contend with to, just to name a few. Along the shore the Mudcrabs are no longer the lone shore life there are smaller crabs and sea shells. All the creatures have unique ingredients to compliment their addition to the game.

From Fliggerty:
My most humiliating Morrowind experience was the time my brand new warrior character walked out of Seyda Need heading to Balmora and immediately got killed by a trout.

#11 Children of Morrowind by Emma

This mod adds approx. 330 talking, playing, interacting children of various ages and of all races to exterior and interior locations in Morrowind, Mournhold and Solstheim. In ver 2, all the non-beast children have new body models made by Robert. The beast-races have bodyparts from LizTail’s New Beast Bodies-mod. Children of Morrowind also adds babies-in-papooses and pregnant women, as well as new models for playgrounds and swingsets.
So many people in the MW-community – voice actors, modellers, scripters, playtesters and others - have contributed to make this mod possible, and I want to thank you all. Robert and I may be the ones who have spent most modding hours on this version of Children of Morrowind, but without the help and support from friends, family, fellow modders and MW-players, it wouldn’t have been possible to make a mod like this. Please read the readme for complete credits list!

From Melchior Dahrk:
Where do Dunmer come from? A viable question without this mod; and one which I wouldn't care to answer! I spent my share of time complaining about the 'Adult Only' theme Morrowind had prior to using this mod. There's simply no reason to ever go back: children chasing each other across the street, tip toeing along a ledge, infants swaddled tightly against their mother's backs. Not to mention the role playing aspects of this mod, where you can give gifts to the children and listen to their VOICE ACTED idle and greeting comments. Don't miss out on this one!

From Jac:
Children of Morrowind really brought much needed life to Morrowind. No longer are towns full of just wandering NPCs with no purpose other than to spout random dialog when talked to. Now there are teenage girls tip toeing across ledges, little girls following their bigger sisters around (or even their mothers), teenage boys practicing punches and rolls in the streets, and mothers carrying infants in papooses on their backs. Like other NPCs, all of the kids have voiced acted greetings and idle comments, really bringing them to life. And if you're feeling like starting your own family, you can offer shelter to a nanny and her charges via a related mod.

On to the top 10!

#10 Rise of House Telvanni by Pozzo, Bhl, Karpik777

This is a heavily expanded version of Pozzo's Rise of House Telvanni (RoHT). This mod adds quests for the Telvanni Archmagister, allowing him/her to gain more political power and strengthen House Telvanni. During RoHT's main quest, the player will decide on House Telvanni's stance towards the Mages Guild and the Twin Lamps, infiltrate the East Empire Company, and shake Vvardenfell's politics to the core.
Most quests can be played in different styles. Depending on the player's decisions, House Telvanni will gain anything between one and four new strongholds. It is up to the player if House Telvanni rises to political predominance or passes up its opportunities.
RoHT also introduces some lore about the Telvanni and a chance to reclaim some ancient Telvanni artifacts.

From Kiteflyer61:
This is the other "can't play a telvanni without it" mod on my list (along with UL+BuUL). Now you can play your character like a true telvanni, taking over all of vvardenfell if you so choose. This mod could be a whole game by itself and adds so much I haven't found it all, even after years of playing it.

From Melchior Darhk:
"Rse of House Telvanni is an incredible mod which takes the Telvanni farther than the quest line included in the original game. The House will reach new heights as you take over key aspects of Vvardenfell. This wonderful quest line will send the player to recover ancient artifacts, explore brand new areas, and meet a host of intriguing characters. Whether you already live in a mushroom or haven't tried the Telvanni out yet, this mod will provide a unique experience you won't regret!

I really want to emphasize here that this list is not authoritative in any way, and isn't exactly an endorsement to run out and grab all of these.  We are not stating they are all compatible; in fact many of these simply will not play well together.  These are the mods that we have most enjoyed, and very fondly remember.  So please take this entire list with a grain of salt.

That being said, on to the next in the list!

#9 Necessities of Morrowind by Taddeus

This mod adds to the game the need to eat, drink and sleep for your character. Your character will also be able to cook various dishes and prepare drinks using various tools and activators, and to rent rooms in the inns for more than a day.

From Earth Wyrm:
Of all the mods on my playlist, Necessities of Morrowind is the single one that I would not dream of removing. Whilst there are several mods that I would deem 'essential', I can still imagine removing them from my list for the sake of, perhaps, a nostalgic 'as close to vanilla as I can bear' playthrough.

NOM is not one of them. Standing head and shoulders above even other giants, NOM is the mod which has had the greatest impact upon how I play Morrowind and it is no hyperbole to say that I would not play without it. NOM allows me the opportunity (the responsibility?) to eat, drink and sleep in the world of Morrowind - in my view, these three acts form the fundamentals of characterisation and, in turn, the foundations of roleplaying experience. As my character grows weary, I am put into the position of making a conscious decision on their behalf. Is it better to lay out a bedroll and sleep out in the rough, under threat of disturbance by local wildlife and the elements? Or is it better to bear with the fatigue until such a time as I can bed down in a 'civilised' manner at an inn or at my own home? What would my character think?
My present character would be likely to think that such comforts as real bedding are worth holding out for and, though she carries a bedroll, she is loathe to use it.

Similarly, when kitting myself out for a grand adventure I find myself in the position of deciding whether to carry luxury foodstuffs - pastries and cheeses and delicious wines - or to bring only bread, water and some dried and salted meat. Perhaps I could go further and bring only the prerequisities for making my own food from what I can find on the land. A campfire and grill will allow me to prepare basics like grilled fish (Hello, Abot!) and meats.

Suddenly luxury and comfort have a meaning for my character and these dimensions of life can be expressed not just through excessive collections of rarities, as in Vanilla, but through an extravagant lifestyle - a lifestyle which my character equally has the choice to shun, or the opportunity to aspire towards.

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Mon Jun 13, 2011 1:21 pm
by Fliggerty
Well, sorry for missing yesterday.  Things were a bit....well...out of my control.  ;)

#8 Blasphemous Revenants by Fliggerty and Friends

An aging necromancer wishes you to enter his tutelage.  You will learn the art of gathering corpses, preparing them for arcane rituals, and summoning and commanding vast armies of the dead.  
The process involved in this mod closely follows the processes described in the in-game book Corpse Preparation vIII.  Either leave the corpse in the wilderness for a few days to allow wild animals to strip all flesh from the skeleton, or place it in a salt vat to "cure," and use it to summon a mummified Warlord Revenant.  It is possible to summon thirty-three different types of Revenants; lesser, standard, and greater variants of each race, as well as poison based warlords, fired based warlords, and frost based warlords.  The quality of revenant summoned is dependent upon your Necromancy Skill.
The art of capturing NPC souls in special soulgems has finally been introduced.  As with the standard Soultrap spell, you cast a spell on a dead NPC, then hit them with a ritual blade.  Not only will their soul be trapped in a blackened soulgem, but you will be able to pick up their corpse and put it to arcane use.
New in this version is the introduction of zombies.  A zombie can be raised of any dead NPC without the need to take it to the temple.  A spell is simply cast on a dead NPC, and a zombie will rise.  They are not as efficient as revenants; they are quite slow and only last so long.  But they are easy to raise.
Once you have amassed your skeletal army, controlling is simple.  It is all done with a simple keypress (v by default.)  You can choose whether the skeletal revenants, the warlords, or both respond to the keypress.  Skeletal Revenants and zombies will also follow Warlords if you command them to.

From Fliggerty:
The question begs: is it fair to endorse a mod you authored?  I say that it absolutely is...for a number of reasons.  First of all, I love playing this mod.  Blasphemous Revenants was definitely originally made for myself.  Secondly, I didn't make this mod myself.  This was the first that I ever released under the authorship of "Fliggerty and Friends."  So many people were involved in helping me learn to write MWSE scripts, providing models and textures, ideas, input, testing, etc.  A lot of people really came together to help me craft what can be considered my masterpiece.

#7 Book Rotate by Cydine & Maboroshi Daikon

When you drop a book in Morrowind, it lies on it's side with the bottom facing towards you. If, like me, you have a large collection of books then they will look very messy when stacked in this manner.

This plugin adds scripting to every closed book in the game. It allows you to place books vertically and horizontally wherever you please. It works like this: The first time you drop a book, it stands vertically with the spine facing towards you. The second time, it lies horizontally, face up, with the spine towards you. The third time, it lies in the default position as it would without the mod. It then repeats the above sequence.

From Fliggerty:
This mod was an early inspiration for me when it came to finding unique ways to handle engine limitations.  It is a perfect example of using other aspects of the Construction Set and modding know-how to implement something that would otherwise have been thought to be impossible.  Without Book Rotate, many of my early display rooms and libraries would have been little more than a jumbled mess!

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Tue Jun 14, 2011 2:52 pm
by Fliggerty
#6  Illuminated Order by C.J. Devito & LDones

Adventure into unknown depths, and plunge into the greatest mysteries of Vvardenfell with the Illuminated Order!

Join a paranoid and secretive sect of the most mysterious and skilled researchers & adventurers in all of Tamriel.

See amazing sights! Combat against impossible odds!

Seek out and utilize strange and powerful artifacts, unlike anything seen before! And at the end of it all, have the opportunity to become a powerful lich!

A completely new faction with over 20 quests that will take you across Tamriel and beyond, including new and never before seen mod features and character opportunities!

Join a secret society of mystic intellectuals and adventurers named the Illuminated Order of Invisibles - hidden in secret guildhouses across Vvardenfell, from a safe haven beneath the Molag Mar Waistworks, to an undersea Dwemer vessel dubbed Barataria, and the lost Dunmer stronghold of Fionnovar.

Delve into obscure areas of Elder Scrolls lore and have the opportunity to visit the ruins of Scourg Barrow, search for the Waters of Forgetfulness in a Sixth House cave, explore a bizarre undersea science vessel with some strange surprises, party-crash a Wererat's island retreat, raid a Dreugh colony, encounter the three secret greater liches of Vvardenfell, and travel to the forgotten Hall of the Daedra to uncover the secrets of lich transformation - with an option to actually undergo the ritual at the end of it all and live out the rest of the player-character's existence as an undead master of magic

From Fliggerty:
This mod is very much a precursor to Blasphemous Revenants.  If you are interested in the underbelly of Vvardenfell, believe that the game didn't do justice to the concepts of necromancy and other darker aspects of society, or are just looking for a new an unique quest mod, Illuminated Order is what you are looking for!  The quests are very well thought-out and deeply developed.  It will require you to dedicate yourself to the mod for a few hours, and you won't regret any of it.

From Melchior Dahrk:
If you're looking for another adventure to become engulfed in, Illuminated Order is going to impress you. This wonderful quest mod delves into some of the darkest secrets in the Elder Scrolls universe. Everything from the lost Dwemer to lichdom! The writing for this mod is fantastic, as are the environments and intriguing quests the player is sent on. This mod certainly deserves a play through from every Morrowind enthusiast!

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Wed Jun 15, 2011 12:27 pm
by Fliggerty
#5 Julan, Ashlander Companion by Kateri


This is a companion/quest mod. It started because the Morrowind Main Quest can be a lonely business. I wanted to create someone who was more than just a silent meat shield or beast of burden, but an interesting and believable character whom the player could gradually get to know, and develop a relationship with, from initial suspicion to genuine friendship (or more, should you so choose), in a way that felt natural and unforced. I also wanted to give a bit of a new perspective and approach to the Main Quest for those veteran players like myself who know it backwards, but still enjoy playing Morrowind.

Did I succeed? I have no idea! But I did have an enormous amount of fun trying!

The Lowdown

Julan Kaushibael is a young Ashlander man you rescue from getting pasted by Daedra outside Ghostgate. He wants you to take him on as a companion in order to train him into becoming a better warrior, but it quickly becomes clear that there are things going on that he isn't telling you. As you progress through the Morrowind main quest with Julan, he gets dragged into your mission, and you get dragged into his - a tangle of secrets, lies, love, loss and betrayal.

That makes the mod sound heavier than it really is, however. I hope that above all, Julan is fun to have around, whether you're playing the Main Quest or not. He has a vast supply of sarky comments and random observations. Due to his upbringing, he possesses an odd mixture of naiveté, pride and paranoia, and is sometimes completely oblivious to how ridiculous he's being - which is unfortunate for him, as he hates being laughed at. Underneath it all, however, is a dedicated and caring person, who is desperately trying to do the right thing in the face of overwhelming odds.

From latendresse76:
Julan, Ashlander Companion, is one of the most enveloping companions and the mod is more than a companion it's a detailed quest integrated to the main quest. To quote the creator, Julan is "more than just a silent meat shield or beast of burden" he is a pain and some time a drunk but also a very complex character that could become friends with or you may learn to love. The dialog and quests are catered to the Players sex to be unique to weather your a guy or a gal. Julan is not a stat matcher he needs training to gain skills and spells.  Julan is a must play mod.

From Chazz of Blades:
Julan revolutionized the entire collective thought of companions in Morrowind. As we all know, the original were clunky and dull to say the least, and here comes Julan, with a full branching personality, incredibly lively, and someone we can all relate to in some way, something seemingly with soul.
"Julan went from being a simple meat shield, to a developed character that you wanted to keep around to talk to, not just to swing a blade at something, and that's a feat that incredibly few modders had been able to reach. He was based off of Grumpy's Companion Template, which is the foundation for nearly every companion around to this day.

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Wed Jun 15, 2011 12:51 pm
by DarkNerevar
I found 78. Falconer Leather on elricm. Link

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Wed Jun 15, 2011 12:53 pm
by Fliggerty
Thanks, updated the OP.

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Thu Jun 16, 2011 2:51 pm
by Fliggerty
#4 Galsiah's Character Development (GCD) by Galsiah

GCD changes Morrowind's levelling system to make it seamless. Limits are removed from skills and attributes, and skill gain is slowed down exponentially to preserve game balance. Skills influence attributes, health and magicka directly.

Characters remain diverse throughout the game, with strengths and weaknesses dependent on initial skill choices, skill increases and racial factors.

Includes optional magicka regeneration. Easily and extensively customizable (see readme).

From Earth_Wyrm:
GCD entirely revamps the levelling system of Morrowind, abstracting it in such a way as to make level progression more natural and more closely related to the manner in which you play the game. The old-fashioned system shipped with vanilla Morrowind seems quaint and clunky in comparison, emphasising user intervention and book-keeping, and in doing so completely pulling the player out of the game experience.
It is perhaps telling that when endorsing GCD, I opt to discuss the vanilla system as though it is the alternative choice - I think this reflects the overwhelming and enthusiastic extent to which the mod-playing community has adopted GCD as the de facto standard.

But it is not enough just to assert the wide-spread acceptance and popular appeal of GCD - it needs to be made quite clear that its appeal lies not only in its juxtaposition to some allegedly inadequate vanilla levelling system. Oh no, not at all - GCD is an enormous achievement in its own right - it is a levelling system that not only reflects the player's style of play but also integrates that with a style of skill and attribute progression that reinforces characterisation. GCD will make of you a fantastic mage or a ferocious warrior, but you will pay for this specialisation in a way that is balanced and consistent with the gameworld. Your specialised mage will be a glass cannon, or your specialised warrior will be a hulking brute - if one wishes to compromise then a compromise will indeed be made and you will not reach the same giddy heights that specialisation offers.
Most of all, no matter the route taken, you will not produce the same 'completed' clone character that is the inevitable result of a vanilla playthrough - you will have your own unique character, replete with weaknesses and strengths evident of their role within the world - and that is something to be celebrated.

From Jac:
GCD attempted to make leveling in Morrowind less like a treadmill and more like a non-stationary bicycle. No longer did you have to train certain skills to get that coveted 5x multiplier on level up or wind up with 50 dozen characters that ended up being carbon copies of each other. Now you could have a character that was unique and was actually defined by strengths and weaknesses. Leveling was a thing of the past, now you could play how you wanted without worrying about missing a training session and only getting a 4x multiplier...

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Fri Jun 17, 2011 2:06 pm
by Fliggerty
#3 Less Generic NPCs (LGNPC) by LGNPC Team

LGNPC, short for Less Generic NPCs, is a project that aims to replace all the repetitive Morrowind dialogue with more interesting and engaging conversations. We want each NPC in every town, village, or camp to have his or her own personality and back story. We have decided to approach this mod town by town, and release each one when it is finished.

We hope to ultimately replace the dialogue for every NPC on Vvardenfell, and so far we have released over 15 town-size plugins. We plan to release merged mods for each region when it is done, and eventually a single mod for all of Vvardenfell.

This is the largest Morrowind dialogue mod ever released, containing thousands of responses for hundreds topics, covering over a thousand MSWord pages in total. Moreover, out mods offer dozens of quests for you to enjoy.

We have aimed to preserve the Morrowind dialogue feel with each of our NPCs, so you can rest assured none of them will tell you their new DVD player is cool. Many NPCs in the towns we replaced now have branching dialogue, as well as completely unique responses to countless topics. Any NPC that is part of a quest still functions as before, but has unique dialogue. For example, you can still rescue Madura for the Imperial Legion despite the Ald Velothi mod, and you can still get quests from the new Neminda in the Ald'ruhn mod.

Many NPCs are involved in new quests. We do not like over-powering rewards, so most quests do not feature any "phat lute". Some of the rewards you could get include healing scrolls, jewelry, a small house in Maar Gan, limited free training, reputation, and miscellaneous artifacts, all balanced with the quests they are gained from. In addition to that, some new quests are intertwined with the old ones, and of course all old quests are always taken into account when each NPC is written.

From Chazz of Blades:
When you imagine a vanilla town in Morrowind, you can think of plenty of NPCs that are just there to look good, or to give you something to kill. LGNPC gives that canon fodder a personality, and stories that peak your curiosity, tales woven into their backgrounds. It makes you feel bad when one of them gets killed.

From Jac:
Most of Morrowind's NPCs are merely carbon copies of other NPCs. You can hear the same rumors in Vivic that you can in Gnisis. The LGNPC team rectified this by making a number of the NPCs unique by giving them their own identity and color. An Imperial woman in Pelagiad no longer sounds like a Dunmer woman in Ald'ruhn. And the NPCs in a town are no longer the same: a Bosmer at the Halfway Tavern will have a different outlook than the Dunmer serving the drinks. The LGNPC project adds so much in many intangible ways and really brings what are otherwise generic NPCs to life.

From latendresse76
LGNCP lives up to the name it makes a huge number of NPCs more unique in their response to the player. No longer will you get the same repetitive response  from NPC to NPC. It also adds quests to the towns across Vvardenfell some are stand alone minor quests and some are intertwined with the old ones. A Player new to Morrowind wouldn't notice the difference and the same for some old players.

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Sun Jun 19, 2011 9:32 am
by Fliggerty
So sorry for missing the post yesterday!   :violent:  RL got the best of me...I try no tot let that happen, but sometimes my genie magic meets a mighty foe.

#2 Creatures X by Piratelord

Fairly lore friendly creature expansion & balancing mod. A beistry can be found at Link but it doesn't include all creatures.

This will make the game more challenging, but also more interesting with a larger amount of variation.

Also includes some of Connary's retexures as default.

From Wolf:
I haven't been able to play Morrowind without this mod since the day it comes out.  Not only does it add a little more variety to the game, it also makes the game a bit more challenging and adds more support to those who are higher leveled and can't find a 'fair fight'.  All the creatures have an amazing graphics and animations that will stun the player.  If you are bored with default Morrowind creatures, pick this up before you even look for anything else.

From latendresse76:
Creatures X is a must have It's always in my game! (/opinion) it expands the wild life of Vvardenfell with both aggressive and passive creatures while keeping with the theme of the existing game creatures, but with increased variation. 70+ new creatures, 37 new ingredients along with NPC's to add to the detail of Morrowind.

And now, our most favorite mod of all time!

Drumroll please.....





#1 Better Bodies by Psychodog Studios

Better Bodies replaces the original segmented bodies with smooth, continuous bodies. The installer allows you to install 3 separate versions:

Nude version: If you're not wearing clothes, you're naked, and anatomically correct.
Permanent Underwear version: You have painted-on underwear similar to what Bethesda did.
Peanut Gallery version: For insecure adolescent boys, this version puts underwear on all the men and makes all the women naked, with no hair below their neck.

From Fliggerty:
I suspect that once some of the other top 10 in this list were published that people would start to suspect this would be number one; and perhaps they thought (and you think!) that this is a bit cliche.  Well...maybe it is.  But there are indisputable facts about Better Bodies that make it #1 on our list.
  • This is often the very first mod installed when we are putting together a game.  (I even install it on my "unmodded" testing installations.)
  • Many of us shudder at the very thought of using vanilla bodies; Smoother Bodies is a step up, but still a far cry from the enduring quality of BB.
  • There are hundreds of mods spawned to utilize this, be compatible with it, or enhance it.
  • The download page at PES has well over 400,000 downloads; and that's only ONE download source.  It is probably a safe assumption that in total it has been downloaded a million times.
  • Again at PES it has received 285 votes, with a total rating of 9.99.  And while ratings don't necessarily reflect the quality of a mod, they do show that an awful lot of people are interested in it.
  • Galbedir  ;)

This top 100 list hasn't been about facts though, it's about opinions and experiences.  The first time I installed it, I was astonished at the overall quality.  The NPCs actually looked like people instead of Lego constructs.  That one improvement brought Morrowind from 2001 to some far later date in graphical quality.  The immersion level was increased for me, which is the biggest factor I personally look for in mods.  And then adding things on top of it like Clothiers of Vvardenfell and MCA, suddenly there was such a variety of clothing and appearances everywhere; the eye-candy had multiplied exponentially and the entire world suddenly took on a new life that was not as drab and brown and listless as before.

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Wed Sep 21, 2011 2:59 pm
by Vharlak
I know this list is opinion like all lists but I would change one thing. I would replace BUUL with UL. BUUL is essentially just a compatibility plugin. I'm not trying to put BUUL down or say a lot of work didn't go into it but UL is where the vast majority of the content lies.

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Wed Sep 21, 2011 5:05 pm
by No One
Vharlak wrote:I know this list is opinion like all lists but I would change one thing. I would replace BUUL with UL. BUUL is essentially just a compatibility plugin. I'm not trying to put BUUL down or say a lot of work didn't go into it but UL is where the vast majority of the content lies.

However, UL is already on the list, and high up at that. Plus they are totally different, while UL expands the inside of the Tel Uvirith tower, BUUL makes a town around the tower. For those telvanni who want a city like Tel Mora or Sadrith Mora, BUUL is a fun mod to play. :twothumbs:

Re: GHF Council's Top 100 Morrowind Mods of All Time

PostPosted: Wed Sep 21, 2011 5:08 pm
by No One
No One wrote:
Vharlak wrote:I know this list is opinion like all lists but I would change one thing. I would replace BUUL with UL. BUUL is essentially just a compatibility plugin. I'm not trying to put BUUL down or say a lot of work didn't go into it but UL is where the vast majority of the content lies.

However, UL is already on the list, and high up at that. Plus they are totally different, while UL expands the inside of the Tel Uvirith tower, BUUL makes a town around the tower. For those telvanni who want a city like Tel Mora or Sadrith Mora, BUUL is a fun mod to play. :twothumbs:

Ooops, I guess UL isn't there, I thought it was, never mind... :sheo: