My impression on the mods so far: I couldn't possibly live without the one that gives merchants more money. This was simply outrageous in the original game.
I already said my first impression of MCA. Companions, and random encounters with bandits and ashlanders, are also very nice.
The guars for burden and riding are great. Every RPG should have horses and the like; walking everywhere carrying 100 kg is as absurd as it gets. The graphics while riding are horrible because that's all they could do with the Morrowind engine, but in 1st person you don't see it.
I still haven't visited the horse ranch. I'm not in a hurry since I already have wheels, but I'll try it some day. For some reason the ranch is in Vos (possibly to avoid interferring with other mods that alter more popular locations?) If dark elves use guars mostly and horses come from the empire, the ranch should be in Ebonheart. But as I said the ranch itself is cheesy, from the YouTube video I saw.
The guar mod is more respectful with the original game setting: the guar merchants are ashlanders found in the outskirts of some towns.
Clothiers: The clothes it introduces are incompatible with the clothes and armor in the original game, which it doesn't replace. So you can't use them unless you go unarmored. It also introduces some sets of armor, incompatible with the ones in the original game, and most of them just cheesy/slutty and out of place. And the clothes of most NPCs don't change, just of some introduced by the mod itself. Next time I'll pass.
Better bodies: pointless without better clothes, or armor for that matter, or without being naked of course. Pass too. I understand there are better clothes mods, but if they only enhance the graphics of the existing clothes, instead of adding variety, I'm not interested.
The headpack was nice to overcome the original game's shortcomings during character creation, not just resolution but variety. Although once you put on a helm it's over. And again it doesn't affect NPCs in principle, only the ones introduced by other mods that depend on it such as MCA. So because of that maybe pass too; or maybe not, for character creation and for MCA, which I like too.
Passive Healthy Widlife: nice specially for cliff racers. Although maybe these were supposed to attack humans, lore-wise? Animals will still attack you if you get too near, or if they're diseased.
Cait's critters: the farm animals do give a great ambiance to towns.
Birdies: it has very few birds, probably to avoid trashing the performance. So you're unlikely to see any bird even if you look for them. So pass.
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