The Elder Scrolls III: Morrowind is an epic, open-ended single-player game where you create and play any kind of character you can imagine. Be the noble hero embarking on an epic quest, or an insidious thief rising to leadership of his guild. Be a malevolent sorcerer developing the ultimate spell of destruction, or a reverent healer searching for the cure to a plague. Your actions define your character, and your gameplay changes and evolves in response to your actions. Confront the assassins' guild, and they take out a contract on you. Impress them, and they try to recruit you instead. No two sagas are the same in the world of Morrowind. Gameplay is further extended with the inclusion of The Elder Scrolls Construction Set (bundled with the game). This powerful tool is being used to create the entire game, and will also allow players to modify and add to Morrowind in any way they see fit. Change character or creature attributes and skills, introduce new weapons or dungeons into the...

Report abuse Morrowind Comes Alive v7
Filename
Morrowind_Comes_Alive-6006-7-0.7z
Type
Models Pack
Licence
Proprietary
Uploader
TheUnbeholden
Date
May 27th, 2013
Size
38.26mb (40,118,620 bytes)
Downloads
1,430 (2 today)
Credits
Neoptolemus
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Description

Adds 1100 types of NPCs to over 550 cells via leveled lists to bring Morrowind to life. All NPCs have random heads, hair, and equipment (so no two will look the same), and appear and disappear at random. This 'rotation' simulates people travelling to and from towns, and going in and out of taverns, shops, guilds etc. The aim of the mod is to alleviate the staticness of the Morrowind world, as well as adding colour, variety, and new challenges for players. It also includes the 150 new types of undead


Morrowind.nexusmods.com

As of version 6.x, MCA now uses the heads and hairstyles from 'Westly's Master Head Pack', with kind permission from Westly. Note that you don't actually need to have it activated in your game, as MCA uses all its own references and is not dependent on Westly's .esp. These meshes are not included with MCA, so if you don't have it you will need to download it from PES: Westly's Master Head Pack X

It is also strongly recommended that you use MCA in conjunction with Tamriel Rebuilt Sacred East, and Jeremy's 'Divine Domina' mods.

CHANGES IN 7.0

- Added Sailors to Ebonheart, and to Firewatch if you're using the TR Addon.
- Added animated reading NPCs to booksellers, libraries and Mages Guilds. Animations courtesy of Arcimaestro Antares.
- Added sitting NPCs to all taverns, which will appear and disappear just like the regular MCA NPCs. Animations also courtesy of Antares.
- Added some new quivers to go with the different armour sets, based on a mesh by Dongle.
- Added spawn points to all bandit caves and ruins in the Tamriel Rebuilt addon.
- Added Courtesans to the taverns in the Tamriel Rebuilt addon.
- Added the three new longbows from Forgotten's Longbow Pack. Meshes by Zyndaar, textures by UQForgotten.
- Added some raggedy scraps of clothing to the armoured skeletons.
- Gave the bald Mabrigash some hair.
- Added a new hand cart variant for the Travelling Merchants.
- Added Skeleton Paladins, wearing Jeremy's Knights of Tamriel armours.
- Added Royal Sharpshooters to Mournhold.
- Added some missing sound files for Shareel and the Phantom NPCs.
- Set praying Pilgrims' wander distance to 0.
- Reduced (in some cases halved) the levels of most passive/friendly NPCs. There were quite a lot level 30 and over, which should be pretty rare on Vvardenfell.
- Rebalanced most hostile NPC and creature lists. Some were set to appear way before they should have, meaning ridiculously tough fights at levels 10 to 20.
- Some Noblemen will now carry walking canes. Mesh by Dongle.
- Corrected the UV mapping on the Sixth House Longbow bowstring so it's not striped.
- Fixed the holes/gaps in the Sixth House Helmet mesh.
- Added two new ethereal Ash monsters: the Ash Spectre and Ash Shade.
- Added a Sixth House Short Bow for the low-level Sixth House archer NPCs and creatures, and a Sixth House Mace for the warriors.
- The Nether Lich is now ethereal.
- The Ash Slave and Ash Ghoul Archers now wear a Sixth House Quiver.
- Reduced the chance of hostile NPCs spawning in dungeons from 67% to 34%.
- Removed all high-end weaponry from Travelling Merchants.
- Removed all Ebony and Daedric equipment from the MCA leveled lists.
- Removed the Crusader shields with the St George cross on them.
- Removed one of the really long hairstyles, as it was clipping with armour.
- Removed the annoying flies sound from the zombies.
- Removed the Skeleton Crusader with the spotless white armor.
- Bandit arrows are now correctly randomized, instead of always spawning with one type depending on the player's level.
- Incorporated the old Guards Patch into the main .esm.
- Tamriel Rebuilt guards will now come to your aid when you are attacked by bandits if you are using the TR addon.
- Hostile Mages will now attempt to teleport away if their health gets too low. This will be interrupted if you manage to hit them.
- Created unique female-only leveled lists for Tel Mora.
- Fixed a scripting error that would sometimes prevent Rogues from appearing.
- Friendly NPCs in interiors will now be stationary unless they are in an area like a stairwell, hallway or plaza where they won't get in your way (or try to walk in or on top of the furniture).
- Friendly NPCs in interiors will now appear and disappear depending on the time of day, and what type of interior they are in. For example, NPCs in shops will now disappear at night, while those taverns will hang around until about 2 AM.
- Added some new background dialogue to the companions Yasmine, Ghrash, Kagha, Catherine, Marianne, Susan, Isolde and Laeril. Huge thanks to PeteMC for taking the time to write them.
- Had another go at fixing the Drunkards CTD (I think I got it this time).
- Added Caravaners, who will spawn on roads with their caravans and a guard escort.
- Replaced the Companion NPC script with a new, much more advanced version by abot.
- The keys for Shareel and Zharna's quests are now detectable via the Detect Key spell.
- Created a new setup menu which will activate when you load MCA for the first time, or start a new game, where you can choose to enable or disable certain NPC types and features.

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Morrowind Comes Alive v7
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Morrowind
Platforms
Windows, XBOX
Developer & Publisher
Bethesda Softworks
Engine
Gamebryo
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Official Page
Bethsoft.com
Release Date
Released Apr 25, 2002
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MD5 Hash
5d864da690ceeb72bbb6248b66e0d518
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