Worbah
Grandmaster Knight

1: A Mordheim ripoff. The best points shamelessly copied. Your group should be 1/3rd the size it is now, and the area would be an enormous ruined city. Here and there should be merchants and smithies, although extremely scarce. You would battle other scavenger groups for Warpstone, A magical uranium-like substance.
2: A Praedor mod. I'm not sure if Petri Hiltunen's Praedor comics have been translated, but the Finns that have read them know what I'm talking about. Basically a fantasy world with no nonhuman civilizations, a handfull of wizards, and monsters restricted to the ruins of ancient cities. His main characters are Praedors, 'adventurers' who scavenge the ruins of these old cities, but the world feels a lot more real than those portrayed by other writers. This link has a gallery of his work, and only the two higher pictures depict the Praedor universe. He also drew an amazing comic book version of MacBeth.
http://users.utu.fi/riirvu/retu/hiltunen_g.html
3: Epic. All unit amounts are multiplied by 3-10, Which ever number is feasible.
4: Cultures. All sorts of cultures could be added. Celts, Chinese, Japanese, Moors (not sure if that's the English name for them), perhaps even African tribes, Incas, and Mayas. All these ehould be toggleable, since most wouldn't want all of these races added.
5: Fantasy cliches. I want to charge against a horde of orcs. There, I've said it. I feel better.
6: Additional characters. It's a bit old fashioned, but the ability to play with some 5-8 AI characters would be a nice change. Marnid and Borcha are getting a bit old.
IMPORTANT!!!!!! All mods should add separate .exes, because having them all, even small additions, tangled together will probably make the game unplayable. And if a mod doesn't work you should still be able to play the original game.Those who have played Morrowind with 30+ plugins activated know that there are bound to be conflicts. Even with a few ones they are possible. AND they should utilize different savegames, so that if you have six mods, you could have six characters in each one, not one in every one of them.
2: A Praedor mod. I'm not sure if Petri Hiltunen's Praedor comics have been translated, but the Finns that have read them know what I'm talking about. Basically a fantasy world with no nonhuman civilizations, a handfull of wizards, and monsters restricted to the ruins of ancient cities. His main characters are Praedors, 'adventurers' who scavenge the ruins of these old cities, but the world feels a lot more real than those portrayed by other writers. This link has a gallery of his work, and only the two higher pictures depict the Praedor universe. He also drew an amazing comic book version of MacBeth.
http://users.utu.fi/riirvu/retu/hiltunen_g.html
3: Epic. All unit amounts are multiplied by 3-10, Which ever number is feasible.
4: Cultures. All sorts of cultures could be added. Celts, Chinese, Japanese, Moors (not sure if that's the English name for them), perhaps even African tribes, Incas, and Mayas. All these ehould be toggleable, since most wouldn't want all of these races added.
5: Fantasy cliches. I want to charge against a horde of orcs. There, I've said it. I feel better.
6: Additional characters. It's a bit old fashioned, but the ability to play with some 5-8 AI characters would be a nice change. Marnid and Borcha are getting a bit old.
IMPORTANT!!!!!! All mods should add separate .exes, because having them all, even small additions, tangled together will probably make the game unplayable. And if a mod doesn't work you should still be able to play the original game.Those who have played Morrowind with 30+ plugins activated know that there are bound to be conflicts. Even with a few ones they are possible. AND they should utilize different savegames, so that if you have six mods, you could have six characters in each one, not one in every one of them.