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When the Morrowind main quest was over, the rewards you got were Azura’s thanks and an artifact from her which was a magical ring. It had constant magical enchantments of night-eye (20 points) and restore fatigue (3 points) on self, then came with the constant repeated words from the npcs of “you’re a big hero and I don’t know how to talk to important folk like you” speech.Even Vivec is mostly like: meh. Congrats, we won’t need Ghostgate to protect us anymore.So you are either left with nothing to do, finishing guild/faction quests, side-quests or exploring the rest of Morrowind. Or moving onto the expansions.expands on the ending of the main quest as well breathing new place and purpose into the Ghostgate region.
Where can I get the Sixth House and/or Great House Dagoth mods? I have been looking all over and I can not find them. I really want to play. For the first challenge of Morrowind Modding Madness Season 3, each of our 7 teams had to build and release a Great House and Sixth House themed town mod in just two weeks time, and surprisingly.
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It is highly recommended that you play this mod only after you finished the main quest as it does break the main quest otherwise. So, I finished Tribunal last night finally (well two nights ago actually).While I generally enjoyed this expansion, this was the expansion I had a love-hate relation in a sense. While I enjoyed exploring the capital city of Mournhold.
I severely hated the Dark Brotherhood. By the power of the Tribunal, they were such a huge pain in the butt. Especially since they had a habit of attacking me when I was trying to heal due to extremely low health at the time (I had run out of health potions). My god, the sword they used was extremely annoying.
It was the bane of my dad and my gaming existence when we played Morrowind.However, I still remember that bitter time so I had ensured my dark elf could resist paralyzation. It was very painful memories. This was actually the first mod I played. Yes, first thing I went for was an evil quest mod instead of an adventure one. It was actually something I had always been considering to play but never got around to it when I ultimately uninstalled Morrowind back then for Oblivion. I was always curious on how events of the game might have played out if you chose to join the instead.Considering this mod will have you break the main quest line, I played this before my other save which I intended to go through the main quest-line.I have mixed feelings on this mod. While I did enjoy the evil aspects of the game and the benefits you gain from it, I felt some of the quests were too easy and didn’t meet some of the exceptions I had for it.
Then again, I generally have high expectations although normally I try to not get too far ahead.
Engine- HrnchamdIncompatible with OpenMWModifies Morrowind's exe to fix bugs and optimize things. This allows you to scale up the map to show TR's landmass, but still being a fixed size.- HrnchamdIncompatible with OpenMWAllows Morrowind to render distant views, scenery shadows, high quality shaders, UI scaling and other features. Works with the original engine, so can be combined with the Morrowind Code Patch but will not work with OpenMW.- NullCascade & MWSE TeamIncompatible with OpenMWMakes additional functions available for use in Morrowind scripts, beyond those provided by Morrowind itself. The Nightly version of MWSE also allows event-driven scripting by means of the scripting language. It overrides the stable release that ships with MGE XE and has its own updater script.- OpenMW teamIncompatible with MCP and MGE XEAn open source engine replacer for Morrowind, fixing many bugs with Morrowind's engine.
OpenMW allows for better performance of Tamriel Rebuilt on modern hardware. It also allows the map to be as big as your mods need it to be, at a higher resolution than MCP.- Stanislav Zhukov & David Cernat & OpenMW teamIncompatible with MCP and MGE XEA branch of OpenMW, it allows for cooperative multiplayer functionality by setting up player-hosted servers. These can range from vanilla-only to highly modded setups. Additionally, -based server-side scripting allows for a very different and new experience. Bug fixes- Half11 & TES3 CommunityPatch for Purists supersedes the Morrowind Patch Project/Unofficial Morrowind Patch at this time by still being maintained and limiting itself strictly to bug fixes, with gameplay changes confined to optional plugins. Notably has implemented in coordination with TR and the PT mods.- Half11Fixes overly enthusiastic expansion hooks by delaying the Dark Brotherhood attacks (for Tribunal) and limiting intrustive dialogue topics to a few NPCs (Bloodmoon). Due to its clean and thoughtful implementation, it supersedes most other expansion delayers and anti-nag mods.- Remiros & Greatness7This mod greatly improves outdoor (and to a degree indoor) performance in Morrowind, as well as fixing a lot of errors related to flora.- Melchior Dahrk and the Project Atlas TeamAn extension of Morrowind Optimization Patch which makes models use only one texture instead of many, improving performance.
Install after Morrowind Optimization Patch. Landmass Mods- AtrayonisIncompatible with most Solstheim mods.This mod simply moves Solstheim to a lore friendly position, further away from the mainland and Baan Malur in particular.- Wolli and VSW ContributorsReplaces Anthology Solstheim and is incompatible with most Solstheim mods.Massively overhauls the hastily-developed Solstheim exteriors in TES3: Bloodmoon, aiming for a quality level consistent with TR and the Project Tamriel mods. The latest version includes Morrowind Optimization Patch's Lake Fjalding fix, Anthology placement, and utilizes TamrielData creatures and items to better integrate the island with the province mods.- SHotN TeamAdds in a portion of Skyrim into the game: the Reach near Markarth.- P:C TeamAdds in the island Stirk located west of Anvil. Graphics- AtrayonisA mod for the few people who want to keep graphics as close to vanilla as possible, yet still don't like the illegible road signs that shipped with Morrowind GotY.Covers Tamriel Rebuilt lands as well as Vvardenfell.- Red Furry DemonRequires Arukinn’sThis mod replaces all the road signs on the mainland with readable ones similar to those in Arukinn's Better Banners Signs and Signposts. The style isn't exactly the same (would you expect one Mer paint ALL the signs in Morrowind?), but I hope it's close enough. Texture size is 1024x512.- RatsA mod that replaces the Imperial tavern signs in Tamriel Rebuilt with unique ones for each tavern.
Two versions exist, one colored and one with vanilla-style signs. The colored one goes well with.- RemirosThe easiest way to make the vanilla game consistent with high-resolution TamrielData. Using AI upscaling, nearly all textures of the original game are updated to a 1024x1024 resolution while remaining crisp. The difference between this mod and earlier AI-based attempts is that every texture is carefully curated; textures that upscaled poorly were replaced with hand-crafted versions close to vanilla style.Contains pre-generated textures for Project Atlas. Grass- RytelierRequires MGE XEMakes every landscape covered in rich grass, made with vanilla aesthetics in HD.
Lands will feel fuller and more lively with minimal to no performance cost on average PC.- Remiros & Vtastek & HrnchamdRequires MGE XE, OpenMW-compatible version available but not recommended.This mod adds high quality grass and groundcover to almost all regions in the game as well as all Tamriel Rebuilt areas. It also includes modified MGE XE shader files that add support for Vcol-based distortion for groundcover objects.
This is absolutely required for this mod to function correctly. Miscellaneous, and - MortThe creatures and NPCs in Morrowind's expansions are extremely tough, as they were initially expected to be played with high-level characters that had already beaten the main game. However, this difficulty often doesn't make sense from a worldbuilding perspective in the context of Vvardenfell and TR.
These mods correct the issue by rebalancing the expansions.- HrnchamdThis mod makes Morrowind's font clearer without changing the font size.- hardek“A high resolution replacement for the Daedric font used in scrolls.”- akortunov & Isaskar & GeorgdRequires OpenMW.OpenMW is capable of utilizing TrueType fonts instead of Morrowind's font files. This mod consists of a pre-defined setup for three replacement fonts to make users' lives easier.Use of the optional files Tweaked Texture Buttons and Alternate Pelagiad Font are recommended.- Rytelier and ASKIIRequires MWSE and MUSE2.Adds beautiful, original music crafted for TR. Integrates perfectly with vanilla soundtracks and covers the entirety of TR.
Requires, which allows the tracks to be region, location, and activity-specific.- Stuporstar & Greatness7Requires MWSE Nightly or OpenMW Nightly.Changes the way you pick plants- instead of opening a container, you simply activate them to harvest their contents, with a visual change upon harvest.As of TamrielData v7, Tamriel Rebuilt flora supports this functionality natively. As such, the use of this mod is highly recommended.- TES3 CommunityRequires MWSE Nightly or OpenMW Nightly.Shows equipped but sheathed weapons on a character’s hip or back. Includes sheath and quiver models for the vanilla game.Native support for TR weapons is forthcoming; sheath models are currently being added to the next version of TamrielData.- MelchiorDahrk & NullCascadeRequires MWSE Nightly or OpenMW Nightly.Neat immersion mod to make windows glow at night in settlements with no performance overhead. TR patch included.
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