Neko's Morrowind Mods
Here's a couple of things I made for Morrowind. I haven't actually done much modding for it lately, but I've still got a WIP that will inevitably drag me back in...
Neko's Amazing Dialogue Generator


A nice little command-line tool I made to help with generating large amounts of repetitive dialogue. And some other useful little things that you can't do easily in the Construction Set. It can do other things. Why shouldn't it?
Note that this is not for the faint of heart - you need to be pretty good with Morrowind dialogue to begin with. This is just a "power tool" for those projects which can benefit from it.
Sakaki Manor

An old mod, certainly, as it was made in the pre-Tribunal days. Perhaps not as cohesive as I'd like it to be, and there's no real plot, but hey, it was basically my first mod, and did a lot of things.
But if I dare say so, it did them well =) It's a house mod, it's a companion mod, it's a whatever-the-hell-fun-idea-I-happened-to-think-of mod.
It's clean and the scripts are lean. Doesn't require Tribunal to play, but if you have the expansions, you can enable the usual enhanced Companion Share which didn't exist with the original Morrowind. Check the Readme.txt

Here's a few of the highlights:
- Companions with some smarts. They can cast spells, and you can tell them when they should, or if they should. They will heal themselves if they think they're in danger, and you can get them to teleport back to the manor.
- Through a lot of hard-coding, it is possible for them to wear (and remove!) any standard item of non-magical clothing or armour in the game. As many people have the GOTY version these days, it's not strictly necessary, but I'm happy I was able to get it working since Companion Share isn't available to people playing without Tribunal/Bloodmoon.
- Telepathy rings. A pretty standard bit of equipment for companions these days, but important to have - they also work as a range-finder if you've lost someone in a cave =)
- A limited experience-gaining system. If you take them out in the world, or let them practice on the training dummies in the manor, they earn points which can be spent on skills. This might take a while, but they're pretty strong to start off with.
- Night and day through windows of the manor, and rain when you come inside from a storm.
- Swimming pool. Not much by way of clever scripts (just the one to get them swimming around) but I'm very pleased with the lighting there.
- Deeper underground, the manor even has it's own small fighting arena.
- The assorted secret doors and all those traps in the Vault. Do not be afraid. Be very, very frightened. And then run away very very fast =)
- A Magic Chamber where you can summon things, and theoretically resurrect a companion. Not easy to find through ;)
- If you've ever been trapped in a dungeon or corridor because the companions that followed you in won't move out of the way, I think you'll be very happy to know that mine will step aside if you try walking into them thanks to a little scripting.
And the downsides:
- Sadly, since it was designed to be usable with the original Morrowind, there's no advanced "Warping Script" to glue the companions to your back no matter how fast you run. Maybe I'll hammer out a patch someday.
- If you're using a head-replacer, you can get some pretty weird results. But who can resist high-poly heads?