I've noticed that a few of the idle animations are glitched. This is particularly noticeable with the implings, who sometimes pull their heads into their torsos.
Man this mod is absolutely fantastic. It totally revitalized my current run that I was starting to lose interest in. I thought I had hit a level where no enemies could challenge me anymore, but this mod throws in some excellent powerful new things to fight.
I just wanted to give another thumbs up to this mod from Morrowind's 'golden age'!
I recently started a fully updated 'purists' Morrowind game. I was hesitant to put this mod back in because of its age and lack of updates but finally decided to give it a try. Morrowind Advanced 1.82 still works perfectly!
I've had no issues whatsoever with my current mods and installing the mod manually was a breeze due to no overwrites. It did want to overwrite the 'helm of tohan' texture but I already have a better quality texture of the helm so I just kept the one I had. I love the different flavors of creatures added to the bestiary.
I'm also running with the latest Morrowind Code Patch, MGE XE, and Morrowind Enhanced. All the official plugins are the fixed UMOPP versions. For those of you looking to optimize Morrowind's LO, There's a newer version of the mlox base (definition) file over at Github.
EDIT - Short of installing and loading this mod up in the CS, I haven't found the location of the Ashland Imperial Sentry Fort (added by this mod) listed anywhere. For those curious, it's directly southeast of Ghostgate.
I used it with rebirth,and overall it worked fine(after merging leveled lists with bashed patch).The only issue I encountered,was with the fort added by Morrowind Advanced-Ashland Sentry point. Most of it was buried,and entrance was inaccessible.
I like the addition of npc raiders etc to leveled lists, although if you're using a deleveler it adds them to every list, so now I encounter a creature from morrowind advanced every 20m in the bitter coast so morrowind is a truly frightening place
I made a esp patch by setting all the mwa levelled lists to a 99% chance of not spawning and padding them out with some aesthetic creatures so the chance of uber monsters is reduced but occasionally may give me a reason to be scared
23 comments
I recently started a fully updated 'purists' Morrowind game. I was hesitant to put this mod back in because of its age and lack of updates but finally decided to give it a try. Morrowind Advanced 1.82 still works perfectly!
I've had no issues whatsoever with my current mods and installing the mod manually was a breeze due to no overwrites. It did want to overwrite the 'helm of tohan' texture but I already have a better quality texture of the helm so I just kept the one I had. I love the different flavors of creatures added to the bestiary.
My current mod list and LO -
_001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Patch for Purists.esm
_005_ Better Heads.esm
_006_ Better Heads Tribunal addon.esm
_007_ Better Heads Bloodmoon addon.esm
_008_ Morrowind Advanced.esm
_009_ Glowing Atronachs.esp
_010_ Patch for Purists - Book Typos.ESP
_011_ Patch for Purists - Decimal Errors.ESP
_012_ entertainers.esp
_013_ AreaEffectArrows.esp
_014_ bcsounds.esp
_015_ master_index.esp
_016_ LeFemmArmor.esp
_017_ adamantiumarmor.esp
_018_ EBQ_Artifact.esp
_019_ Better Clothes Complete.ESP
_020_ Siege at Firemoth.esp
_021_ MW_Adv_Required.esp
_022_ Better Bodies.esp
_023_ Services Restored.ESP
_024_ Diseases Restored.ESP
_025_ The Publicans.ESP
_026_ Better Skulls.ESP
_027_ Protective Guards.esp
_028_ GITD_Telvanni_Dormers_Exterior.ESP
_029_ GITD_Telvanni_Dormers_Interiors.ESP
_030_ GITD_Telvanni_Dormers.ESP
_031_ Clean_Mines & Caverns.esp
_032_ Dodge 3.0.esp
_033_ PB_NegativeLightRemover.esp
_034_ Flies.ESP
_035_ Cave Drips.ESP
_036_ Silt Strider Animation Restored.ESP
_037_ Improved Cliff Racer AI.ESP
_038_ MW Containers Animated.esp
_039_ MovementFatigueHalved.esp
_040_ LowerFirstPersonSneak.ESP
_041_ Glowing Flames - NoMoreLightlessFlames v1.1.ESP
_042_ XE Sky Variations.esp
I'm also running with the latest Morrowind Code Patch, MGE XE, and Morrowind Enhanced. All the official plugins are the fixed UMOPP versions. For those of you looking to optimize Morrowind's LO, There's a newer version of the mlox base (definition) file over at Github.
EDIT - Short of installing and loading this mod up in the CS, I haven't found the location of the Ashland Imperial Sentry Fort (added by this mod) listed anywhere. For those curious, it's directly southeast of Ghostgate.
I would like to know, if it's compatible with Morrowind Rebirth v.v