Category talk:MMods
The UESPWiki – Your source for The Elder Scrolls since 1995
[edit] Category organization
The following is a list of the proposed subcategories for the Category:MMods category. Only a few of these categories have been implemented. Note that mods may belong to more than one category.
- MMods-Alchemy
- Alchemy and herbalism.
- MMods-Armor
- MMods-Balancing
- Balancing, realism, class, gameplay enhancers.
- MMods-Bodies-Better
- Better Bodies and clothing.
- MMods-Bodies-Smoother
- Smoother Bodies and clothing.
- MMods-Clothing
- MMods-Combat
- Weapons and other fighting enhancements.
- MMods-Companions
- MMods-Creatures
- MMods-Dialog
- LGNPC and generic dialog enhancers.
- MMods-Factions
- MMods-Fixes
- Mods that fix errors in other mods.
- MMods-Graphics
- Enhances the graphics of existing items.
- MMods-Hacks
- Programs that hack into Morrowind's executable to add new functionality.
- MMods-Heads
- MMods-Houses
- Mainly houses for players.
- MMods-Innovative
- Mods that provide new abilities that are simply unavailable in the stock game. E.g. Cortex's Scripted Spells.
- MMods-Landscape
- Landscape and vegetation.
- MMods-Lights
- Mainly light enhancers.
- MMods-Magic
- Spell, enchantment and mage focussed mods (other than Alchemy).
- MMods-Massive
- Total conversions (TCs) and other mods that make massive additions to the game. E.g., LGNPC.
- MMods-NPCs
- Mainly NPC replacers and enhancers. E.g., Morrowind Comes Alive.
- MMods-Quests
- Mods with non-trivial quests. (E.g., more than "Buy the house from Joe.")
- MMods-Races
- MMods-Sounds
- Sounds, voices and music.
- MMods-Stealth
- MMods-Towns
- MMods-Travel
- MMods-Undead
- Necromancy, enhanced tombs, etc.
- MMods-Vampire
- MMods-Werewolf
- (This information was moved here from a previous article at [[Tes3Mod:Mod Categories]], in case there is any future need for this information) --NepheleTalk 18:43, 22 October 2008 (EDT)
[edit] Category:Morrowind-Mods
There's MMods and there's Morrowind-Mods. That's needlessly redundant. MMods is the older category, but Morrowind-Mods fits better with the conventions used for all other categories (Category:Morrowind-Places, Category:Morrowind-NPCs, etc. rather than MPlaces, MNPCs, etc.). There aren't that many articles anyway so recategorizing could be done quickly enough even without setting a bot on the task. Speaking of which, the subcategories MMods-Massive and MMods-NPC don't seem really useful... What do you think? --Gez 06:26, 10 March 2009 (EDT)
- I think the need for MMods has passed since other sites to a better job of providing brief listings of particular types of mods. I created the Morrowind-Mods category for in-depth mod documentation rather than overviews. Since I had nothing to do with the previous categories, I'll leave the keep/kill decision up to people like Wrye who set them up. –Rpeh•T•C•E• 13:41, 10 March 2009 (EDT)

![[Content is available under Attribution-ShareAlike]](http://www.uesp.net/w/images/Somerights.png)