endtherapture said:
I've been recommended the Overhaul, does anyone know what that does overall?
It combines a number of fixes and enhancements to the game, various mods for better bodies, better faces, better looking clothes and armours, also environmental mods which add more grass and other flora, different set of trees (better looking ones). Also it adds way more objects and items to the world, mostly insignificant and purely a "nice touch but non essential" variety, like new amulets and rings, but also windows glow in the night. There are a few mods that do different levels of fixing gameplay in different ways, like making casted enchantments have a cooldown (well, it's about a second or two, as opposed to "as fast as you can click", it's quite good), or simply making the sneak toggled instead of needing to be pressed all the time. Some mods, however, go in the opposite direction, in a way, and enhance the exploitability of the game, however, they only do it for the enhanced feeling, like unlocking the max cap of enchantments and spellmaking. Sure, you can do uber powerful spells/enchantments with them now, but you could just do it before, so at least now you can make some fun spells - that last for 1500 seconds, for example.
That's from the top of my head. There is quite a lot of them in the overhaul, and I can't cover all, not to mention that you can pick and choose what to enable or not. To put it simply, it makes the game look much better and it makes it more detailed. I would certainly recommend it. It has two things that didn't appeal to me - first, none of the mods for removal of cliff racers that I tried worked. I don't like those and apparently there is a mod that alters the levelled lists, so any of the other mods are rendered useless. And yet, I can't muck around and hand-fix it, because any time I feel the need to is when I play and I'd rather just continue to play. The other thing is - there is a mod that makes the signposts in English. I liked the weird writing before and it's disappointing to see them readable now (well, otherwise you could just place the cursor on them and it showed what the text is). But then again, it's bloody useful, so I don't want to remove it, either.
As for Morroblivion, I've yet to try that, so I can't say how good it is. Supposedly it should be quite good looking, but it could also introduce a number of bugs and oddities, so I don't know how ell it does.
As for other mods:
Delayed Dark Brotherhood Attack - get it. Install it. It delays the DB attacks (duh) otherwise they start straight from level 1 and it's both weird why so early (they are tied to the first expansion) and it's actually a gameplay fix - new players might find the assassins strong, an experienced player can overcome them easily with minor exploitation and preparation, also they drop one of the best light armour in the game - even if you don't use it, it's an easy source for money.
Galsiah's Character Development (GCD) - it changes the way levelling works. It fixes it, really - the original one is unneededly obtuse, IMO. GCD makes it more like Skyrm's or rather, Skyrim is attempting to emulate it (that, and a big range of other mods that do a similar thing).
MADD Leveler - an alternative to GCD. I myself use the above but it's mostly a matter of personal preference.
Starfire's NPC Additions - ads more random NPCs to the world. I quite like it - it feels more realistic. There are travelling vendors, for example, who some times show in the towns and then leave, and so on.
Morrowind Comes Alive - does a similar thing to the above one. They are even compatible. I just prefer Starfire's mod because the NPCs look the same as the normal ones, MCA has NPCs with custom heads and such, so they stand out a bit. To me at least, if you're playing for the first time, you'll probably not notice.
NazoX9's Guards - fixes guards and makes them not clones of each other.