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  • Morrowind Better Dialogue Font
    카테고리 없음 2020. 1. 31. 01:55
    Morrowind Better Dialogue Font
    • The beauty of Morrowind is the fact that exploration is far more important since there is no fast travel and scalable loot. Morrowind also offers several more skill types than Oblivion and fun spells such as levitation. The reasons Morrowind is better than Oblivion is far more besides more interesting environments and more quests.
    • Jan 30, 2011  This is a high resolution replacer for the Magic Cards font, used in most of the UI - menus, dialogue and the journal. It should provide improved clarity without changing the font size. The font is derived from the original version specific to Morrowind, changed to be slightly heavier and blacker, as well as being double resolution.
    1. Best Morrowind Mods 2018
    2. Morrowind Dialogue Mod
    Modding

    This is my personal set of tweaks for Guideanon's 2016 guide. The official guide hasn't been updated in around 8 months as of writing this, so I figured that while I work on completing my own guide, I would make some adjustments and additions to this one. Any of my changes are marked with a tilde symbol. Pretty much all of the work here is Guideanon's, my tweaks just fix some errors that new players looking to mod the game might not notice. This is still a work in progress, so not everything I plan to tweak or add has been done yet. Install: This means dragging & dropping or copy and pasting the mod files into their proper folders in your Morrowind install directory.

    Almost all mods we download will be in the proper install setup (textures in textures folder, meshes in meshes subfolders), and if they're not, I'll tell you where they need to go. Unless I say otherwise, you should overwrite files as you go. If the mod comes with a.esp or.esm, you should activate it, again unless I say otherwise. Sometimes activating the.esp file is optional. Bump mapped mods: A lot of links in this guide will have bump map versions available, especially once we hit the architecture section.

    I don't know all the technical details of it, but bump mapping in Morrowind isn't quite like what you'd expect it to be. It's often very shiny looking, sometimes plastic-y, and it can make things look very bright depending on the reflection texture used. This is fine for metals and wet looking plants (it looks great on mushrooms, in my opinion), but can sometimes look a little weird on architecture. That means, if you ever have a choice between getting a bump map or no bump map version, the choice is 100% yours.

    If you do download a bump map version and decide you don't like it, you can get rid of the bumps by deleting the meshes that were included in the mod, and you can also delete the normal maps (usually they have nm or n at the end of their filename) if you want to save space. A note for anyone using or thinking about using OpenMW: do NOT use bump mapped mods made for the original Morrowind. It looks awful in OpenMW. B) Download Morrowind Code Patch (extract it in your game directory and run it. Read through the patches, but the most important ones should be checked already. You might be interested in some of the game mechanic changing options-toggle sneak is great!

    I'm running very light on mods. I'm using the latest version of the Morrowind Code Patch, MGE XE, and Morrowind Enhanced Textures. I did have to uninstall Better Dialogue Font because I was getting word-wrap issues after installing MGE XE, however, so that might well have something to do with it. Anyone have any ideas? Edit: Nevermind.

    For a modern install, make sure to check 'Bump/reflect map local lighting' under Graphics changes. If you want to download HD cutscene replacers, check 'Hi-def cutscene support' under Mod related features.

    If you want to try a sound overhaul mod later (like Morrowind Acoustic Overhaul) make sure to check 'Scripted music uninterruptible' and 'Separate axe inventory sounds'. Make SURE to keep the backup Morrowind.Original that running the code patch makes, this way, if you ever need to change your MCP applied patches, you'll have your original executable to go back to.

    You can't code patch Morrowind once you've used the.exe optimizer or the 4gb patch. C) Next, use Timeslip's.exe Optimizer (on your Morrowind.exe. If it doesn't work for you (it didn't for me at first), there's a few things you can try. The first thing I recommend is to go into the code generator patch and changing all the drop downs to read 0; this worked for me.

    Other things you can try are to turn off the 'Benchmark patches' option in the Benchmarker tab, or setting exeOpt to run with only one CPU affinity in task manager. If you try all of this and it still errors out or doesn't work for you, just restore your backup (by running exeOpt again and trying to patch Morrowind one last time, and choosing to restore backup, or renaming Morrowind.Original to Morrowind and rerunning the code patch) and go to the next step. E) Download and extract MGE XE (into your install folder-not the data folder! MGEXEgui must be in the same folder as Morrowind.exe!

    Run MGEXEgui, choose your resolution and settings from the first tab (don't forget to click the Auto FOV button). I don't recommend messing with shaders at this time, and don't even bother clicking on the Distant Land tab; that's going to be one of our final steps. The In-Game tab lets you edit some.ini settings easily.

    Morrowind better dialogue font

    Choose whatever you want. For lighting settings, use the following (from Knots' old guide):. F) Download mlox (You can also get the latest data file for it here (mlox is the Morrowind equivalent of LOOT or BOSS, and it needs to go into its own folder in your Morrowind install. Mine is in Morrowindmlox. Extract the latest data file (mloxbase) into your mlox folder, run the application and hit update load order. You should get into the habit of doing this after you install mods that require an.esp to be activated. It's a few months out of date, but the mods we'll be downloading with.esps are all old enough that they're included in the mloxbase file.

    A) Unfortunately, unlike newer titles, there's no simple Unofficial Patch-yet. The closest Morrowind has is the Morrowind Patch Project, which is now several years out of date and no longer includes every known bugfix. There's a group working on the Unofficial Morrowind Patch, but they haven't released anything yet. Download Morrowind Patch v1.6.6beta.7z here (Don't forget to go into your Morrowind Launcher and activate the.esp. Bethesda made a number of official plug-ins for Morrowind. Unfortunately, they have some problems. Fixed versions of all of them can be found here (The download includes all of Bethesda's official plugins, but you don't actually have to USE all of them.

    You can read about the official add-ons here (I personally use Bitter Coast Sounds, Master Index, LeFemm Armor and Adamantium Armor. Siege at Firemoth and Helm of Tohan add quests, if you're interested. Some of the folders have optional components, usually with higher res textures, glow maps, or normal maps. Feel free to install all of the optional folders.

    Graphic Herbalism (- By default, plants in Morrowind act as containers: when you activate them, the container interface opens and you can remove any ingredients that might be present 'inside' the plant. Graphic Herbalism is a rather old mod that makes plants act more like plants; activating the plant picks it, you automatically get the ingredients, and the plant changes in the world to show it has been picked. Think Skyrim plants.

    If you want to use Graphic Herbalism, you'll need to keep compatibility in mind when we download plant replacers, otherwise it might be a little jarring when your smooth plant mesh gets replaced with an ugly vanilla mesh and texture. Windoors Glow (- Windoors Glow is a remade version of the older mod Windows Glow by Siberian Crab. It can only be downloaded (that I can find) on the Russian forum fullrest.ru, so I uploaded to the Mega for your convenience. In addition to doing what Windows Glow + Windows Glow expansion did, it also adds the glowing window effect to shack 'screen' windows, Imperial fort arrow-slits, a very faint glow to Ashlander yurt doors, and underneath some doors. You will need to activate the included.bsa file in your Morrowind.ini. Two.esps are included; you should use the one named 'RRWindoorsGlow1C' and not the original Russian version.

    Better flora (- We're just after the meshes from this mod, but the original had collisions for all the flower meshes. I've fixed that in this version. You do need to delete four files from mesheso, and those are the three kreshweed.nifs and the marshmerrow.nif. If you don't like spinning flowers, you might want to delete the gold kanet meshes as well, as the flowers will rotate when you move your camera. Included in the extras folder are Graphic Herbalism meshes; install them if you're using GH. 5) You might notice your clouds moving by far too quickly. Let's fix that.

    First, make a backup of your Morrowind.ini. Grab this file (then copy/paste the weather sections over your own weather settings in your.ini.

    This includes fixes to cloud speed required by Skies IV but also changes the weather settings to correspond to those provided by Alternate Skies. Try them out and see if you like them. Among other color changes, they make the nights darker, but not so dark as to blind you. If you don't like them, just restore your backup and keep reading.A: Despite the fact that On the Rocks has much more detailed rock meshes, they unfortunately change the shape/size from vanilla so drastically that they sometimes block entrances to caves and tombs. This is especially prevalent in landmass mods (like Tamriel Rebuilt) or quest mods that use rocks.

    The same can be said for Apel's Asura Coast rock meshes, which is why we overwrote them. This CAN be fixed by going into the console (` key), clicking on the rock in question and typing disable, then hitting enter, but a workaround like that shouldn't be required to play the game. If you want to use OtR anyway, do the following:.A: I originally planned to, but the textures included in it are a pretty vast departure from vanilla, which is important to me. The only real alternative was Connary's, which come pretty close to vanilla. But the deciding factor was actually the comments section on Nexus, which pointed out a lot of issues with the meshes, and Lougian himself commenting that he really needed to update the mod.

    It hasn't been updated in over two years. If you want to use it despite the problems with it, feel free. You can get it here (http://www.nexusmods.com/morrowind/mods/42412/?).A: Unfortunately you don't have a lot of options. You can get correct UV Trees (to make the textures look better.

    You can use the billboard trees from Better flora (but keep in mind you'll need to replace the meshes for distant land generation, and then switch them back afterwards. SWG has a similar, though older replacer for the Grazelands (but it doesn't have a distant land compatibility patch, so you'll have no leaves. Hopefully this will be slightly less complicated than the nature section. Something to keep in mind: if a section mentions bump mapping, you CAN safely ignore/skip the bump map mod and use only the textures listed if you want to. Bump mapping doesn't always look great in Morrowind. If, as you're going along, you actually prefer the look of one of the bump-mapped mods instead of my suggestion (meaning Lougian's textures instead of Tyddy's, most of the time), feel free to use the bump map textures instead and skip my recommendation.

    The ones I picked are closer to vanilla Morrowind, but that doesn't mean it's to everyone's taste.Insanity's Soul Gem Replacer (- Again, you'll need an account. If you like the look of these soul gems better than Papill6n's, go ahead and get them, overwriting your existing meshes. If you like the ones you already have, you might want to download it anyway, as Papill6n's didn't include a retexture of grand soul gems. If you just want the grand soul gems from this mod, get only the following files: meshesmmiscsoulgemgrand and texturestxsoulgemgrand. 4) When your distant land generation is finally complete, you'll have a lot more options in MGE XE to play with.

    Most of these are self-explanatory. If you have a toaster, you probably shouldn't mess with the default settings much; instead, launch the game and see how it runs for you with the basic settings, and with shaders, before messing with anything here. If you have a beastly machine, try out Per-pixel lighting (make sure to use Negative Lights Remover.esp in this case), high quality exponential fog, and high quality atmosphere and distance coloring. And, of course, turn up your draw distance. I play with 10 visible cells.

    Click the shader setup screen on the General tab. If you're using the latest MGE XE beta, the shaders screen will be pretty easy for you. Pick your quality preset, adjust it how you want (turning on/off DoF, using lower quality SSAO, etc.), and play. If, however, you're using the older, stable version of MGE XE, things are just a little more complicated. Follow the recommended install order at the bottom of the shader setup screen.

    For example, if you want the top of the line setup, using the best of ALL the available shaders, you'll want to double click first on SSAO HQ, then both Underwater effects, Depth of Field, Sunshafts, Bloom Soft, then finally, Eye Adaptation goes last. E) Finally, and only when you're satisfied with your distant land generation, install Lore-Friendly Ghostfence Texture (Why is this step last? Because if you generate distant land with these textures in your folder, it makes the ghostfence look like it has holes in it. Stick with the vanilla textures for distant land generation. If you re-run your distant land generation later, try to remove to remove the textures txggfence01 and txggfence02 from your textures folder first. Not satisfied with just a graphics overhaul? Here are some other mods you might want to try.

    Morrowind dialogue mod

    Please, PLEASE read the mod pages for the following mods. Simply downloading and installing everything here could very well make your game laggy and/or unstable, especially if you don't use a proper load order. I do not play with all of the below mods myself anymore, but have played most of them in the past. Some I've never played at all, but they do come highly recommended and endorsed by the community.A: Despite its upgrade to 1.0 status, I had a lot of issues with it in playtesting.

    I encountered the 'silent sound' bug, where the game would go completely silent and had to be restarted to fix it. Attempting to use the lower quality sound archive linked in the readme actually decreased my FPS for some reason, more than MAO already did.

    Trying to dispose of certain corpses (Scamps and Fire Atronachs, consistently) caused the game to immediately crash to desktop with no error message or warnings in logs. Attempting to use the modular.esps instead of the.esm made it so the game gave a bunch of errors when attempting to start a new game, and I could find no documentation anywhere listing what each individual.esp file changed. That being said, when playing with the.esm, when the sound worked, it was a really great experience.

    I really liked the container opening noises, and the different footstep noises based on equipped armor, and the environment sounds were wonderful. If you want to try it out, you can get it here (Make SURE to backup your soundfx folder and music folder before installing, just in case you need to uninstall it.

    In the case of the two versions of GCD, you need to make sure you didn't activate the skill/attribute uncapper patches in MCP. Also, you might want to turn off GCD's Magicka regen system because it's pretty laggy. You can do so by going into your console (`) and typing Set VgGCDMagickaOn to 0.

    Magicka regen mods will be listed below, use one of those instead. In addition to activating the GCD.esp of your choice, you might also consider activating Better Balanced Birthsigns and the Potion Fix with it. You can find out what those do in the file 3GCDReadmeFirst. Necessities of Morrowind (- For a long time, NoM was the only needs mod Morrowind had. NoM has several compatibility patches with various mods as a result. Seeing as it actually adds quite a bit to the world with food stalls, restaurants, wells, etc., if you plan to use NoM you should keep compatibility in mind. Alternatively, you could use the new mod The Bare Necessities instead, which strips out a lot of things NoM added (world changes, new items, cooking system) while keeping hunger, thirst and the need for sleep.

    You can find it here (http://www.nexusmods.com/morrowind/mods/43365/?). Children of Morrowind (- If you want kids, or to play a teenager, in Morrowind, this mod is your only option. Because this mod adds NPCs and items to settlements all over Vvardenfell, you should keep an eye out for any compatibility patches if you use this mod. And one last thing, CoM was designed in a way to keep the children of the mod safe, meaning if you attack them, they'll teleport away before you can hurt them. This was a design decision on Emma's part, so if you don't like invincible kids, don't download the mod.A: If you plan to join House Redoran, you're in luck: you've already downloaded and installed the best major overhaul for Redoran around if you've followed this guide to the letter, and that would be the LGNPC suite.

    The LGNPC mods cover the entirety of House Redoran at this point in time, and a lot of their holdings, making a House Redoran playthrough a lot of fun. Also, the new mod Bal Isra Rising (overhauls the Redoran player stronghold. At this time it looks like it MIGHT have some compatibility issues with LGNPC Indarys.

    If you want to be totally safe, you could play the mod without LGNPC Indarys activated, or you could wait for a compatibility patch from the mod author. If you want to use both, it sounds like the worst case scenario is that you might have to use the console to go to the old version of Indarys Manor to talk to NPCs inside it for new dialogue. Morrowind 2017: Cynderal EditionThis is my personal set of tweaks for Guideanon's 2016 guide. The official guide hasn't been updated in around 8 months as of writing this, so I figured that while I work on completing my own guide, I would make some adjustments and additions to this one. Any of my changes are marked with a tilde symbol.

    Pretty much all of the work here is Guideanon's, my tweaks just fix some errors that new players looking to mod the game might not notice. This is still a work in progress, so not everything I plan to tweak or add has been done yet.The original guide can be found here.

    Much love to you Guideanon, if you're out there: (Guide for a Guide has also been largely incorporated into this. I love you too, whoever made it: (we beginYou should always read the mod page or glance through the readme of any mod we're downloading, so you'll at least be aware of what you're getting and what your options are.

    Also, you should extract the mods into a separate folder and not directly into your Morrowind install, because sometimes I'll ask you to delete textures or meshes as we already have something better. I'll be striving to arrange mod install order so that you don't have to do that very often. A few terms to keep in mind:Install: This means dragging & dropping or copy and pasting the mod files into their proper folders in your Morrowind install directory. Almost all mods we download will be in the proper install setup (textures in textures folder, meshes in meshes subfolders), and if they're not, I'll tell you where they need to go.

    Unless I say otherwise, you should overwrite files as you go. If the mod comes with a.esp or.esm, you should activate it, again unless I say otherwise.

    Sometimes activating the.esp file is optional.Activate the.esp/.esm: This means going into your Morrowind Launcher, clicking Data Files, and scrolling to find the new.esp or.esm and double clicking on the checkbox to activate it. Without this step, the game doesn't know to use the mod.Pluginless: A pluginless replacer does what it says; it replaces game files (usually textures, sometimes meshes) without requiring a.esp or.esm file to do so. Most of the mods in this guide are pluginless.Activate the archive: This only comes into play in a few mods listed in the guide, and all of them are optional. Still, if a mod comes with a.bsa, you need to open your Morrowind.ini and find the Archives section. By default, if you have Morrowind and both expansions, it should look like this:ArchivesArchive 0=Tribunal.bsaArchive 1=Bloodmoon.bsaIf you install a mod with a.bsa, you need to add another line, and put the name of the.bsa there. An example, using Windoors Glow:ArchivesArchive 0=Tribunal.bsaArchive 1=Bloodmoon.bsaArchive 2=RRWindoorsGlow.bsaAdditionally, if you can't be bothered to register the BSAs yourself (I certainly can't) a tool to automate the process can be found here: distant land: This is a function of MGE XE and will have its own section towards the very end of the guide, so if you don't know what it is yet, don't worry about it until then.

    Most of the really cool functions of MGE XE (like per pixel lighting) require distant land to be generated.Bump mapped mods: A lot of links in this guide will have bump map versions available, especially once we hit the architecture section. I don't know all the technical details of it, but bump mapping in Morrowind isn't quite like what you'd expect it to be. It's often very shiny looking, sometimes plastic-y, and it can make things look very bright depending on the reflection texture used. This is fine for metals and wet looking plants (it looks great on mushrooms, in my opinion), but can sometimes look a little weird on architecture. That means, if you ever have a choice between getting a bump map or no bump map version, the choice is 100% yours.

    If you do download a bump map version and decide you don't like it, you can get rid of the bumps by deleting the meshes that were included in the mod, and you can also delete the normal maps (usually they have nm or n at the end of their filename) if you want to save space. A note for anyone using or thinking about using OpenMW: do NOT use bump mapped mods made for the original Morrowind. It looks awful in OpenMW.Install the gamea) Install the game, preferably not in Program Files. If GOTY edition, no patches are necessary. If you have some ancient disc version, the Tribunal patch is here (and the Bloodmoon patch is here (Download Morrowind Code Patch (extract it in your game directory and run it. Read through the patches, but the most important ones should be checked already. You might be interested in some of the game mechanic changing options-toggle sneak is great!

    For a modern install, make sure to check 'Bump/reflect map local lighting' under Graphics changes. If you want to download HD cutscene replacers, check 'Hi-def cutscene support' under Mod related features. If you want to try a sound overhaul mod later (like Morrowind Acoustic Overhaul) make sure to check 'Scripted music uninterruptible' and 'Separate axe inventory sounds'. Make SURE to keep the backup Morrowind.Original that running the code patch makes, this way, if you ever need to change your MCP applied patches, you'll have your original executable to go back to. You can't code patch Morrowind once you've used the.exe optimizer or the 4gb patch.c) Next, use Timeslip's.exe Optimizer (on your Morrowind.exe.

    If it doesn't work for you (it didn't for me at first), there's a few things you can try. The first thing I recommend is to go into the code generator patch and changing all the drop downs to read 0; this worked for me. Other things you can try are to turn off the 'Benchmark patches' option in the Benchmarker tab, or setting exeOpt to run with only one CPU affinity in task manager. If you try all of this and it still errors out or doesn't work for you, just restore your backup (by running exeOpt again and trying to patch Morrowind one last time, and choosing to restore backup, or renaming Morrowind.Original to Morrowind and rerunning the code patch) and go to the next step.d) Use the 4gb patch (on Morrowind.exe.e) Download and extract MGE XE (into your install folder-not the data folder!

    MGEXEgui must be in the same folder as Morrowind.exe! Run MGEXEgui, choose your resolution and settings from the first tab (don't forget to click the Auto FOV button). I don't recommend messing with shaders at this time, and don't even bother clicking on the Distant Land tab; that's going to be one of our final steps. The In-Game tab lets you edit some.ini settings easily. Choose whatever you want. For lighting settings, use the following (from Knots' old guide):Quadratic 2.619Linear 1.0Constant 0.382If you'd like the latest version of MGE XE, the beta can be found here (It's the second file down. It needs to be installed over the 0.9.10 you got earlier.f) Download mlox (You can also get the latest data file for it here (mlox is the Morrowind equivalent of LOOT or BOSS, and it needs to go into its own folder in your Morrowind install.

    Mine is in Morrowindmlox. Extract the latest data file (mloxbase) into your mlox folder, run the application and hit update load order. You should get into the habit of doing this after you install mods that require an.esp to be activated. It's a few months out of date, but the mods we'll be downloading with.esps are all old enough that they're included in the mloxbase file.Reminder: From now on, unless told otherwise, files should go into either Data Files or their respective folder (usually Meshes or Textures).esps,.esms and.bsas go directly into Data Files.dds and.tga are texture files.nifs are meshes, but almost always go in a subfolder based on a prefix (ex goes in x, in goes in i, furn or flora goes in f, etc).

    Most mods are already packaged so that it's a simple matter of drag and drop to install them manually.Patch Pluginsa) Unfortunately, unlike newer titles, there's no simple Unofficial Patch-yet. The closest Morrowind has is the Morrowind Patch Project, which is now several years out of date and no longer includes every known bugfix.

    Best Morrowind Mods 2018

    There's a group working on the Unofficial Morrowind Patch, but they haven't released anything yet. Download Morrowind Patch v1.6.6beta.7z here (Don't forget to go into your Morrowind Launcher and activate the.esp.b) Go ahead and get the following mods:Script Improvements (- Edits over 200 scripts, with a focus on reducing the chances of encountering quest-breaking errors.PeterBitts Small Mods (- Look through and download what you want. I would highly recommend Gondolier Destinations, Grahl Eye Fix, Legion Uniforms, and No Resting in Ald Velothi.Texture Fix 2.0 (- Repairs landscape seams.Texture Fix - Bloodmoon 1.1 (- Repairs landscape seams on Solstheim. However, you might be interested in Wollibeebee's Solstheim overhaul mod (Wolli's Tomb of the Snow Prince includes a landscape overhaul that negates this mod. If it's your first time playing, I would use this instead of TOTSP.Poorly Placed Object Fix 1.2 (Fix 1.2 (Dark Brotherhood Attack Add-On 2.0 (- Delays the Tribunal main quest from staring until a reasonable time.Illy's Solstheim Rumour Fix 1.0 (- Makes it so every NPC in the game will no longer want to discuss Solstheim.

    Only people with a reason to talk about Solstheim talk about it.Bloated Caves (- Adds bloatspores (a plant) to Morrowind. Bloatspores were included in the game files but not placed in the world.Official Bethesda PluginsBethesda made a number of official plug-ins for Morrowind. Unfortunately, they have some problems. Fixed versions of all of them can be found here (The download includes all of Bethesda's official plugins, but you don't actually have to USE all of them. You can read about the official add-ons here (I personally use Bitter Coast Sounds, Master Index, LeFemm Armor and Adamantium Armor.

    Siege at Firemoth and Helm of Tohan add quests, if you're interested. Some of the folders have optional components, usually with higher res textures, glow maps, or normal maps. Feel free to install all of the optional folders.Dialogue Modsa) First and foremost you should get the LGNPC mods. (Download the LGNPC bundle. You should install all of the mods. A few notes:If you want to avoid wereguars, skip LGNPC Pelagiad.

    It's one of their earliest mods and it really shows.Make sure to read LGNPC Soul Sickness Patch's readme. It's optional, so decide on your own if you want it or not.In LGNPC Tel Uvirith, ignore the LGNPCTelUvirithv120UI esp. Unless you decide to play with outdated House Telvanni mods, it's unnecessary.As far as I can tell, there's no reason not to use LGNPC NoLore 1.02.

    The others seem to be unnecessary.b) Get the Less Generic modules. These give the main quests of Morrowind, Tribunal and Bloodmoon the LGNPC treatment and are fantastic.

    It does tend to make some of the quests a little trickier, though.Less Generic Nerevarine (Generic Tribunal (- This one is a bit of a mess. Grab the v2 archive, and then (to fix missing texture problems and finally the fixed.esp (to repair sound problems and other bugs.

    Morrowind Dialogue Mod

    The fixes were assembled or made by abot.Less Generic Bloodmoon (A few extra mods to add even more to the dialogue of the game:Django's Dialogue (Camonna Tong (Interfacea) Get your dialogue font mod. Start with Better Dialogue Font(which makes the standard Morrowind font (Magic Cards) higher resolution. Consider the mods below afterwards if you wish.Bigger Vanilla Font (- Optional. Use if you'd like a larger font. Requires Better Dialogue Font and 'Unrestrict menu size' option from MCP.MORRA BUF - MORe ReadAble Bigger UI Fonts (- Don't like Magic Cards? Take note of the.ini changes you'll need to do.b) Replace your icons with Ultimate Icon Replacer (Mods you install further down the line will overwrite some of these.c) HD video/splash screen replacers.

    You can get all of these.Before installing any replacer for splash screens, delete your vanilla morrowind 'Splash' folder.HD Intro Cinematic - English (- Make sure to pick the right one for your resolution, and only get this if you picked the proper option in MCP. To install, you need to rename the movie file to mwintro.bik before dropping it in your data/video folder.

    Morrowind Better Dialogue Font
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