TES III: Morrowind Recommended Mods DVDs for free!

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TES III: Morrowind Recommended Mods DVDs for free!

Post by IndianaJones »

Not an advertisment!!!!!!! :x

I am just sharing you guys of my personal recommended mods in Morrowind that is immersive, deep, in depth, enjoyable, and imaginative than other people's personal mod list. I found out that mine's is better than most and it is pretty stable if used right.

You must have Morrowind Game of the Year Edition for PC or else it won't work for you. So, you can get the DVDs that I made for free! Just private message your email address and your address to me.

I have several copies of The Elder Scrolls III: Morrowind Recommended Mods in a DVD along with other goodies! That improves the game. It adds more quests, side quests, clothes, better faces, better bodies, new hair and hairstyles, armor, weapons, magic, scrolls, bugfixes, typo fixes, new landmasses, better vampires, new items, graphic enhancements, realism, better companions, more NPCs, improvements, and last but not least. WEREWOLVES!!! There is 2 type of Werewolves in the game with the mods that I recommended and added. One is the original Bloodmoon Werewolf and the other is Thelys Mcmod's Werewolves: Forgotten Fear Episode 1.

There is too many to list on this thread. But, I have tested and researched which mods, which further improves the game. There are no conflicts and errors. They all seem to work together.

But, you have to READ FIRST to understand and how to make the game and mods work correctly together. They are lots of Read me lists found within the mod .zip and .rar files. Don't worry I added a WinRAR installer program, if one of you guys don't have it!

So far, I only 5 copies to give and ship out to people who want one.

System Requirements for the Elder Scrolls III: Morrowind with all Expansions plus the recommended mods and add-ons.

Minimum Requirements:
Microsoft Windows XP Service Pack 2, Vista
1.9 GHZ processor
512 MB of RAM
10 GB available hard drive space
128 MB video RAM or better, with Direct X 8.1 Vertex Shader / Pixel Shader 1.1/2.0 Support
Direct X 8.1 Compatible Sound Card

Recommended System Requirements:
2.9 GHZ or 3.2 GHZ intel or equivalent AMD processor or better
1.5 GB of RAM or higher
10 GB available hard drive space
256 MB video RAM, with Direct X 9.0c Vertex Shader / Pixel Shader 3.0/4.0 Support
(Nvidia GeForce 6800, 7200, 7300, 7500, 7600, 7900, 8200, 8300, 8400, 8500, 8600, 8800 GT or GTX, 9100, 9200, 9500, 9800) with Morrowind Graphics Extender 3.7.2 and EMB New Effects Add on

(ATI Radeon HD series) with Morrowind Graphics Extender 3.7.2 and EMB New Effects Add on

8) :o

Modded Morrowind Videos! The graphics and lightning looks neat and next-gen!

Videos and mods by Vality7

Morrowind - Pelagiad
http://www.youtube.com/watch?v=2lTHQDKAul0

New Morrowind Effects - Balmora
http://www.youtube.com/watch?v=sfEqwbJ9R-k

New Morrowind Effects - Pelagiad
http://www.youtube.com/watch?v=naaN2UIL0ZQ

Morrowind Grass- Grazelands
http://www.youtube.com/watch?v=wRu8n_UNlto

Morrowind - Animated Trees - Balmora 1
http://www.youtube.com/watch?v=qxnT1eK3OtI

Morrowind - Animated Trees - Balmora 2
http://www.youtube.com/watch?v=AWErTSD_Mro

TES III: Morrowind - Skyrim Mod
http://www.youtube.com/watch?v=ISFNDE8wJhE

TES III: Morrowind with better graphics
http://www.youtube.com/watch?v=ZhVMqVu0TzE

Morrowind Infinite View Distance!
http://www.youtube.com/watch?v=t-cAI-iIFrY

Animated Grass in Morrowind.
http://www.youtube.com/watch?v=2URp106Chzs (Werewolves can be heard in distance)!
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Re: TES III: Morrowind Recommended Mods DVDs for free!

Post by Aki »

So, why DVDs of mods? I dun get it. It's easy as hell to go out find and download all the mods you want in the configuration you want.

Also, I would totally recommend the "Less Generic NPCs" mods if you haven't included them. In addition to being awesome, some of the later LGNPC packs add awesome new quests (including one instance of a were-guar ). LGNPC Ald'Ruhn makes Ald'ruhn and House Redoran a real new experience especially. All sorts of new quests and people treat you a lot differently if you're in House Redoran or if you're not in it (they're a lot less apt to talk s*** about the house if you're a member, heh!)
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Re: TES III: Morrowind Recommended Mods DVDs for free!

Post by Set »

I already have 200+ mods, I don't think I need any more. :grinp:
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Re: TES III: Morrowind Recommended Mods DVDs for free!

Post by IndianaJones »

I have all the ones you guys might have. Less Generic NPCs mod updated combined pack included.

The reason it is on DVDs, because they are back ups. If pack members here that plays Morrowind needs more space and back up for their mods, then those DVDs are the answer. I burned one for myself and additional by accident. That's why I am giving them out for free. The mods I put were community high-rated ones and some good clean ones. Those are what most people put in their Morrowind experience.

Remember, I also provided some patches you guys have never searched for or heard of. They fix lots of issues for Morrowind and CTD problems with mods. They all have been tested and it is stable of which mods used together and merged leveled list. Also, conflict free.
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Re: TES III: Morrowind Recommended Mods DVDs for free!

Post by RedEye »

Almost enough to catch me, there; Indiana. (sigh) Regrettably, the Morrowind Werewolves are locked into Monster format by the game's base rules.
I wonder how many Packsters would play in a MMORPG that let you play things like Werewolves, Vampires, and other "Monsters" in a manner counter to the usual restrictions on character/alignment/class/cussedness.
Yeah, I know that Second Life will supposedly allow that, but it isn't so much a game as a chatroom with depth. :P
A game that would let Packsters play the (obvious) Werewolf character as a non-chaotic evil monster would probably find a lot of US hanging out in its Cyberverse on a regular basis. Imagine, being able to talk and play at the same time as a group of Were-whatevers out for adventure, in the bodies we wear when we aren't wearing what we were issued at birth. :(

Not to mention that the music is wonderful... :D
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Re: TES III: Morrowind Recommended Mods DVDs for free!

Post by Vagrant »

I might be able to help with that, RedEye.

There was a Werewolf in Baldur's Gate II whom happened to be a really nice chap (because D&D believes in benevolent Werewolves), his name was Cernd and he's actually one of the most loyal characters the player will meet.

Aside from that, in the single player arena I can only think of really old examples--like Dark Stalkers and Shining Force, both of which had benevolent Werewolves.

On the horizon is nWOD Online. Basically, the White Wolf Universe, online and playable--including the Werewolves! CCP are handling this, so it might be a bit PvP heavy, which is unfortunate. It'll be interesting to see what they do with it, though.

And my favourite example: City of Heroes!

I actually have a good guy leatherwolf in CoH, he's a rather muscular Werewolf that's able to punch a person and send them flying miles back, that's a lot of fun. I don't know if I could recommend getting too into City of Heroes at the moment though. CoH is worth looking into because one can play a benevolent Werewolf hero, but Champions Online is coming out soon, and that's basically CoH v2.

In Champions Online, one will even be able to attribute stances to heroes, so one could have a were that runs on all fours!
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Re: TES III: Morrowind Recommended Mods DVDs for free!

Post by Ceekur »

RedEye wrote:I wonder how many Packsters would play in a MMORPG that let you play things like Werewolves, Vampires, and other "Monsters" in a manner counter to the usual restrictions on character/alignment/class/cussedness.
What's described here is exactly what I'd love to see in an RPG (especially an action RPG). Have a playable werewolf as part of the standard game and have a vast array of customizable choices to allow people to make their wolf more unique (even those appearance sliders you see everywhere now). Give him/her and the other races a wide selection of ability/spells and there you go - a few spirit spells, some direct, physical offensive moves, and a howl that temporary buffs up the stats. Even if it was just an anthro wolf it wouldn't entirely matter. I'd jump at any game that details anything close to an immersion like that.

Return to Arms for the PS2 has a reptilian shaman and feline berserker (panther, tiger, and lion fur slider) race. I'm not too familiar with the universe of Norrath though, so I don't know if there is any wolfish race. Even though some considered it just a monotonous hack-n-slash with no story whatsoever, it wasn't too bad for entertainment. Even if a game like this had a wolf race as a player character, I would jump to get it. Now imagine a well thought-out RPG with modern graphics that had a deep story detailing the trouble a werewolf or wolf race had in trying to prove themselves; include a deep list of powers, a much larger world, and a huge amount of interaction. I'd be set. :o
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Re: TES III: Morrowind Recommended Mods DVDs for free!

Post by RedEye »

I'm getting back into Second Life since they improved their system and the lag is much less than it was. Linden Dollars are cheaper, too.

I'm beginning to wonder if there were enough of us to build Wolf Bend in 2Life? There are certainly enough other areas that cater to one specific thing; why not a Werewolf City like in the novels?
This would mean somebody has to make up a Werewolf body and Prim that the rest of us could buy. The "Shift" potential is there too, as it can be a right-click action.

My question: How many think this would work? How many could help. I write novels. I can barely understand and work the stuff in 2L right now, although I expect I'll get better, so don't look at me for other than basic data.
The Werewolves I've seen in 2L are...sad. The new Avi's might sell to other people in the thing as well.
Then we figure out how to adventure...
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Re: TES III: Morrowind Recommended Mods DVDs for free!

Post by Ceekur »

Oh yes, forgot to comment about SL. Second Life would be pretty good for werewolf fans, even if people need to have decent hardware to handle such a large world. Currently, the Pack's group has about a dozen members. Someone could ask the group if anyone would be interested in helping out create this.

"Shifting" between human, gestalt, and wolf form, as well as having access to werewolf abilities all through a HUD would be very possible using the scripting language, LSL (although personally I'm content with just being an anthro wolf in SL). While I understand how things work in SL, I'm not much of a programmer. I could help by seeing if any other members would like the idea, attempting to model various parts, giving input, etc.

The wolf models I've seen in SL haven't been too bad lately, what with sculpty prims having been out for a while now and people getting more experienced in creating very detailed ones. Some of the strictly one-form avatars, such as quad wolves, anthro wolves, etc, have been coming out looking very nice because of this. Even a realistic bi-pedal wolf can be taken for a werewolf just because it looks very realistic and not toony like most SL wolf avies. Then just find a couple good quad and bi-pedal wolves, script a HUD to allow you to switch between them while mimicking the effect of a transformation (physical, magical particles, whatever), and that can be a shift (rather than dragging the folder on to you).
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Re: TES III: Morrowind Recommended Mods DVDs for free!

Post by IndianaJones »

I guess I have to recycle of my used DVD+Rs. Because I wasted them!
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