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I simply use MGE to make it widescreen and expand the view distance. I never use anything else, and I've put 400 hours into Morrowind. The idea of needing to mod it or fan patch it is mostly fallacy.

Do what makes you happy.
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StingingVelvet: I simply use MGE to make it widescreen and expand the view distance. I never use anything else, and I've put 400 hours into Morrowind. The idea of needing to mod it or fan patch it is mostly fallacy.

Do what makes you happy.
Only MGE than, does the Morrowind game have to be a fresh install with no saves already for that mod to work, I want what you wanted in Morrowind but I am gonna miss the better graphics (The Water is beautiful) animations, and sound.
Post edited September 10, 2013 by Elmofongo
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Elmofongo: Only MGE than, does the Morrowind game have to be a fresh install with no saves already for that mod to work, I want what you wanted in Morrowind but I am gonna miss the better graphics (The Water is beautiful) animations, and sound.
MGE can be added anytime into a game in progress, it's not even a plugin. It works by tweaking DirectX calls.

There is one caveat if you are using MWSE (Morrowind Script Extender), but I don't think you do, so there shouldn't be an issue.

(Note: My info may be outdated, I'm pretty out of the loop. My Morrowind experience ended with MGE 3.7.x and 3.8.0 - those two versions were still the last ones last time I checked, but things may have changed since then.)
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Psyringe: Right ... ;)
If you play Morrowind GOTY with the 2 expansions and the latest official patch I would think the game is quite stable. I don't recall any major issues but I haven't played it years. Do what makes you happy. I will rather play my games "as they were intended" but if a game is very buggy and there is a fan patch then I have been known to use that (did it with Vampire Bloodlines). I try to get as close at possible to the original feel of the game on a first playthrough But if mods work for you then use them - just don't come crying that Morrowind is a bad game when a mod breaks the game.
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Psyringe: Explanation: One modder released a mod that was called LGNPC and that gave every NPC in Seyda Neen unique dialog. It was a great idea, but the implementation was quite crude. I still remember how Eldafire (a high elven woman) was given some completely inappropriate dialogue about priests abusing her as a child. Apart from not fitting into the game world at all, this is definitely nothing that one would tell a complete stranger in the first conversation ... and if an author touches on such a sensitive topic, he really needs to elaborate more and not use it in such a careless manner.

In any case, the mod was crude, but the idea got traction. Many modders got together and wrote individual dialog for all NPCs in certain areas, which was based on the world's lore and written under the premise to read similar to things that Bethesda might have written if they had had more time during development. And they really succeeded with that. The author of the original LGNPC mod was never involved in that project, and his mod got redacted after a while and now fits much much better.

Morrowind Comes Alive introduces lots of NPCs with no dialog at all. The companions are pretty good though. But the main problem of this mod is that from version 5 onwards, it adds enemies even to areas which are usually safe (like the center of Seyda Neen), and these are pretty strong. For someone who just starts out with Morrowind and isn't already used to the chance-based combat, this creates an awkward experience: You enter the world, walk a few steps, and get inevitably killed by a seemingly overpowered enemy, in the middle of a town, while the guards twiddle their thumbs, and your own attacks never hit although it looks like they would. Are you sure that you want to recommend this to first-time players? ;) Which version of MCA did you play?
Ah, that explains it. I may try LGNPC again then.

I was playing MCA 4.2 I think? There definitely weren't enemies randomly attacking me, although now that you mention it I do remember something about that, which might have been why I went with an older version. If that is the case then yeah, it's definitely not the greatest for a new player. Too bad, it was an excellent mod to add a feeling of life into the world.
Post edited September 10, 2013 by HGiles
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HGiles: Man, now I want to start playing the Morrowind again. My old saves died due to too much mod swapping, and that was so devastating I never really got back into it.
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Psyringe: Make sure to apply the Unofficial Code Patch by Hrnchamd. We worked several weeks doing practically nothing else but studying the ways in which Morrowind corrupted savegames when mods where switched. Hrnchamd had a brilliant idea on how to fix it, and I managed to create several mods that worked as testbeds, and with which we could test, analyze, and debug the new code in all the various ways how Morrowind treats its objects and references. (Making a mistake there would have meant that we were responsible for people's broken savegames, so we spent a LOT of time with tests.) Of course we were also building on previous analyses by wizards like Wrye, and without the knowledge already accumulated by the community we probably wouldn't ever have made it. But in the end, we had a patch that really solved the save corruption. With the code patch installed, you can safely remove even large and complicated mods, and add mods at any part of the load order.
Good advice, but I had already done that. Honestly, the code patch was probably the only reason the game went as long as it did, because I *love* trying different mods and changed them all the time.

The chain of events, as far as I could re-cosntruct it, included:

* Installing 3 different mods that impacted the same area
* I'd hit the limit of mods allowed and combined a bunch of them with self-made patches
* installed Wizards Island and then gotten rid of it
* swapped models and textures around a bunch too
* I think the final straw was me accidentally installing 2 versions of the same mod

After I realized that random things were spawning multiple copies of themselves (one door existed 12 times!) I tried to clean the savefile up, but then RL took over my playtime. I wonder if I still have that file around in the bowels of my backup HD? I may have another go at cleaning it up.

Anyway, it wasn't necessarily a surprise, given that I'd been skirting the edges of what my computer could handle for a while. It just kind of sapped my energy to play the game.

Wizards Island forever soured me on those huge, ambitions mods. I installed it on a recommendation, loathed it - the only good thing I can say is that at least the mod makers tried really hard - and then it took me 6 evenings to pry it out of my install. I have no idea which Lovecraftian horror was embedded into that music system, but it was really, really frustrating to get rid of.
Post edited September 10, 2013 by HGiles
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HGiles: * Installing 3 different mods that impacted the same area
* I'd hit the limit of mods allowed and combined a bunch of them with self-made patches
* installed Wizards Island and then gotten rid of it
* swapped models and textures around a bunch too
* I think the final straw was me accidentally installing 2 versions of the same mod
Sounds familiar. ;)

I did lots of crazy things with my savegames. At one point, I spent about 8 hours manually checking records in a savegame until I found the two that conflicted. On another occasion, I moved an entire landmass in my savegame to another spot in order to make room for Tamriel Rebuilt. But some day I reached the point where I couldn't prvent the game from freezing on entering my stronghold. I probably caused some internal overflow somewhere, after all I kept storing the collected loot from hundreds of hours of gameplay in a single cell ... never really continued playing afterwards.
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timppu: Same here. Unless the vanilla game is completely broken (like Daggerfall?), I prefer going the first run vanilla, to experience the original game. Vanilla here meaning with the latest _official_ patches.
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Psyringe: Well ... recommending to play Morrowind without at least unofficial patches (code patch and UOP) means sending people into broken quests and potential savegame corruption for no apparent gain that I can see.

Also, while I understand the notion of "playing vanilla first" (and usually do this as well for other games), Morrowind is really a special case. It had an extremely active modding community for years, with literally thousands of people involved, creating more than 15,000 mods last time I checked. While many of the mods _do_ change the gameplay in ways that I wouldn't recommend for a first playthrough, or are just plain bad, there are lots of high-quality mods which substantially enhance the game while still meshing extremely well with it.

As an example: Imagine you're entering a world that is as vast as Morrowind, which you can play for hundreds of hours while still discovering new content. You have the option to either play with very generic NPCs that all say the same depending on their affiliation, or with lovingly handcrafted individual NPCs which all have their own dialog, which perfectly fits into the world and its lore. Would you really recommend to choose the first option just for the sake of "vanilla first"?

(Edit: I see that the LGNPC mod, which I'm talking about in the above paragraph, has just been mentioned. ;) )
I understand folks who like the patches. To me, it's like seeing Mona Lisa or Mona Lisa with its cracks removed to show what it originally looked like. I want the cracks. I want the pure art. I love seeing art that has been revamped to bring it into contemporary relevance or it better, but I prefer to see the original if I can. Or, at least, as close to the original as possible.

I'm even the same with Temple of Elemental Evil. Co8 is nice and all, but I loved experiencing the historically accurate game. It's more than just fun with a game. It's a full experience. For me, that's by far more important -- so long as it can be done with decent safety. Sometimes, games must be revamped to be playable at all. In those circumstances, I go for a patched version.