Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

Mini Mod Review: Complete Morrowind and Morrowind Crafting

622 views
Skip to first unread message

DeAnn

unread,
Jul 22, 2007, 6:35:03 AM7/22/07
to
These two mods--Complete Morrwind and Morrowind Crafting--add a
similar flavor to the gaming experience of Morrowind. Both mods let
you learn craftsman skills and make many objects in the game. Both
mods treat the various crafting skills like cooking and smithing
similarly to other skills in the game, like short sword and
lockpicking (except that the skill levels are partially "hidden" in
that they do not show up on the on-screen character "sheets", you just
get notices when they improve). These are role-player's mods, not
power-gamer mods. While they do add a lot of game content, it is all
done in small baby steps. Yes you get to brew poisons, but you are
not going to wander in as a level 1 character and make that killer
potion that will dominate the bad guys. These mods are very slow
paced flavor enhancers.
I like both mods a lot.

The primary difference I've found playing with the mods is that
1. Morrowind Crafting is more NOM (Necessities of Morrowind)
compatible. Crafting cooking does not conflict with NOM cooking. You
only eat NOM foods automatically, but Crafting foods can satiate NOM
hunger. If you play NOM, read the Crafting readme as you may want to
make a small chance to the NOM script to further improve
compatibility.
2. Complete Morrowind can be added in full or by type of crafting, if
you only want some of them. For example, you could load each
individual craft and leave out the cooking craft to be NOM
compatible. Also, you can choose to add on or not add on pieces that
change the landscape (e.g. cutting down trees for logs) even if you
choose the 'full' version.
3. Morrowind Crafting gives you more support in game and in the
readmes for "getting started" with the crafting. With Complete, you
spend more time wandering around wondering if anybody anywhere can
tell you more about "xxxx".

I like both mods a lot, and have difficulty choosing between them.
That choice, for each person, probably comes down to tiny nuances
between the games. For me, Complete doesn't muck with the basic
clchemy ingredients (beyong expanding them), which I like a lot, but
Crafting is more NOM compatible, and I miss NOM when I'm not playing
it.

The mods are available at Morrowind Summit / Planet Elderscrolls:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4077
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=443
(individual mods pieces also availble at this site)

Drac Zagato

unread,
Jun 10, 2022, 10:49:56 PM6/10/22
to
On Sunday, July 22, 2007 at 5:35:03 AM UTC-5, DeAnn wrote:
> These two mods--Complete Morrwind and Morrowind Crafting--add a
> similar flavor to the gaming experience of Morrowind. Both mods let
> you learn craftsman skills and make many objects in the game. Both

For any that are interested, Morrowind Crafting 3.0 has been officially released, and is available both at the Nexus and at Morrowind Modding Hall. Still more features are being planned, but at present, MC3 has a whole new interface, skills are now listed as "Other Skills", similar to "Miscellaneous Skills", there is a drastically-improved positioning and placement system, and thousands of new items from Tamriel Rebuilt are now craftable. It *does* expect that Tamriel Rebuilt is installed, as well as merlord's "Other Skills" mod, but there are new quests, new capabilities, and whole new realms of crafting available.

Drac
0 new messages