Armor and WeaponsThis list includes only texture and mesh replacers for the standard Weapons and armor, no mods adding additional weapons and armor are included. I also try to avoid mods in which the change is mostly stylistic rather than being a marked improvement (like a pallete change), but I do not consider this a rule. Some mods on here are just slight
changes rather than improvements, and these were included because they are fairly extensive or a large enough number of people really do consider them improvements (see the first mod on the list, for example).
Plangkeye's
Pluginless NoGlowIf you, like so many others, loathe the "plastic-wrap" glow on enchanted weapons, this is your absolute best choice to get rid of it. No-Glo Revisited and Improved No Glow, two mods that do the same thing, both require ESPs and have some limitations and issues. This is painless, plugin-less, conflict-free, and easy to uninstall without affecting your save if you so desire. While we're on the subject of Plangkeye, she also made a replacement for the Dagger of Symmachus.
Darknut's
Little Weapons Mod Complete and
Unique Weapon RedesignsFor the weapons, Darknut went into a bit more detail than usual, going as far as to give some of them new meshes as well as textures, still thorough, still pluginless. As a result this mod is very slightly less faithful to the original designs, but I think you'll agree that most every change is an improvement, and you can see side-by-side comparisons of the old and the new in the screenshots included in the link. The Umbra redesign included in this mod is hands-down my favorite Umbra replacer.
However, apparently still not satisfied with the work he's already done, Darknut created alternate replacers for the Adamantium Claymore, the Ice Blade of the Monarch, and Umbra. Outstanding.
Darknut's
Armor Retextures (512x512 and 1024x1024)If you've been paying attention to what I've been saying about Darknut's mods, you know the routine: this mod is extensive, faithful to the originals, and pluginless. Even if you don't like some of the textures, start with this as a base for a painless installation and thorough upgrades.
HedgeHog-12's
Better Armor and WeaponsThere are a few things you should know about this Russian virtuoso's mods. First of all, he tends to use BSAs, so make sure you have BSAreg (linked in the OP) if you plan on using them. If there is an ESP (as is the case with all of these retextures), it will follow Russian naming conventions, and while it may be a pain you will likely need to use the Enchanted Editor to change some "FNAM" or "WNAM" entries from Russian to English, using Morrowind.esp as a reference (unless you have the same Cyrillic font used in the Russian version of Windows, the problem entries will look like random gibberish WHICH AIN'T MUCH DIFFERENT FROM THE CYRILLIC ALPHABET ANYWAY HA HA. Sorry, sorry, I don't really mean that). If this is a problem for you, but you really want these mods, PM me and I'll see if I can walk you through the process.
An important note about the screenshots: for some reason, all of the screenshots Hedgehog-12 has posted of his creatures and armor are distorted, making them look a lot wider than they are. This is more obvious in the armor screenshots, but keep in mind that they don't make everything fatter (the imperial armor, for example, doesn't look quite the same in game as it does in the screenshots).
HedgeHog-12 is arguably most well known for his redesigns of armor. They are known for being graphics intensive, the always extensive bump and reflection mapping, and for being a major stylistic departure from the original designs, but most of all they are known for being of extraordinarily high quality. So far he has redone the Bone (and esp fixed for the English version courtesy Painkiller_rider), Chitin, Daedric, Dwemer, Ebony, Glass (you'll need to translate this one with the proceedure described above), Imperial, Indoril (and esp fixed for the English version courtesy Painkiller_rider), Iron, Leather (you'll need to translate this one, too), Orcish, Steel, and Templar armors and the Daedric (need to translate), Dwemer(ditto), and Imperial weapons. Many people, myself included, find some of the changes to be too much, but don't let one mod you don't like dissuade you from trying the others--every one is unique.
NOTE: HedgeHog-12 has in the past expressed dissatisfaction with his Daedric Armor and is giving it another shot. The new and much improved version should be available soon, and he's already uploaded images of his progress. Also, about the bonemold mod: in the screenshots you can clearly see the eyes of the person wearing the armor through the eye slit in the helmet, but it seems some head replacers do not cooperate with this feature. I use Beryl's Head Replacer and I get people with invisible heads while using HedgeHog-12's Bonemold replacer, if anyone else is experiencing this problem please let me know.
Finally, some of these mods change more than just the appearance of armor. Please read this thread thoroughly to understand what you are getting into with these mods.
Orphier's
Weapon Replacements(These all require ESPs)
Orphier is an unfortunate man: born in the wrong era for his kind much like H.P. Lovecraft, a time in which melee weaponry of even the decorative variety has been supplanted by guns as the killing tool of choice. Fortunately for Orphier, and even more fortunately for us, he's found an outlet for his genius in modding. Orphier has made a number of from-scratch, lovingly crafted redesigns of the game's unique weapons. My words cannot do them justice, so I leave the screenshots to speak for themselves.
Thus far Orphier has redeisigned Chrysamere, the Fang of Haynekhtnamet, the Fork of Horripilation, the Ice Blade of the Monarch, SkullCrusher, Spirit Eater, and Umbra.
Reavance's
Better Daedric Armor for Better Bodies(This requires an ESP)
Creating a mesh from scratch is a frustrating but rewarding process. Getting one mesh to look good when overlapping another mesh is just an excersize in pain, especially when both of thes meshes have to move together. Bethesda's solution was to make the bodies of characters segmented instead of physiqued (meaning the mesh deforms with the movement of its skeleton) which made the idea of mixing-and-matching armor-types easy since body-parts can just be turned invisible and replaced by a piece of armor. The problem with this is that when the seamless Better Bodies meshes have certain parts "switched off" as it were, the armor that replaces that body-part might not cover the whole limb.
Enter Reavance with the patience and moxie (that's an American word meaning "gusto" for all you European types) to tweak the Daedric armor to properly fit the BB meshes. With this mod, wearing Daedric armor will no longer lead to Invisible Elbow Syndrome. You won't notice the effects, and that is exactly the point.
GhostNull's
Glowing Daedric Weapons and Armor(This requires an ESP)
If you were unaware, game lore describes Daedric weapons and armor as ebony equipment with the soul of a Daedra forcefully bound to it. GhostNull's mods add a subtle glowing effect that really supplements the sense that within Daedric equipment lies the consciousness of a Daedra. Also, it looks cool. 
As GhostNull says in the readme, you can use this mod with any texture replacer for the Daedric equipment as long as you install the textures after this mod. THIS DOES NOT INCLUDE MODS THAT USE AN ESP! You cannot use this with Reavance's mod or Hedgehog-12's Daedric armor, you must choose one.
GhostNull's
Particle Arrow ReplacerThis is my favorite of GhostNull's offerings. This mod replaces all of the enchanted or otherwise special arrows in the game with new meshes that sport fantastic-looking particle effects. The effects are not overdone, but classy, subtle, and framerate-friendly. Fire arrows look like they have tips that are actually alight, for example. Ghostnull didn't stop there, though, the mod includes the official Bethesda "Area-of-Effect Arrows" plugin with more of the GhostNull touch. Skip the official plugin and grab this excellent addition to the game.
Khan Raider's
Oriental Weapons PackA pack that completely changes the look of, Katanas, Dai-Katanas (AKA "Scythes" when enchanted), Wakizashis, and Tantos giving them better meshes and sharper textures. These new meshes give the blades the more recent sori shape as opposed to the the chokuto sugata seen in the original meshes, for you Japanophile nerds who know what that means; for those that don't, it means they now have a slight curve. Most importantly, they look absolutely beautiful. Just get this, trust me.
millinghordesman's
Clear Glass EquipmentIt is what it sounds like.
Jeremy McGuinn's
Divine Domina 1, 2, 3, 4, and 5 and Darknut's
RetextureWARNING: I couldn't avoid voicing some strong opinions on this one in my description of this mod, so you may wish to click on the links to get a taste before you read my view of it.
To be honest, I can't personally endorse this one, but it is very popular and extensive. The mods use the mesh for the Domina armor from Bethesda's official "LeFemm" add-on as a replacement for every standard armor in the game. That is, I think, the biggest problem with it: every armor looks very similar despite the great pains taken to give them each a unique look. My personal issue with it is that I just don't like the Domina mesh, I think it looks like a (very uncomfortable) skin-tight outfit that someone painted to look like armor. My opinion has nothing to do with Jeremy's textures, they're very well done and consistent with the originals (in fact, seek out his custom armors, they are excellent). The mod itself is of high quality, I wouldn't link to it otherwise.
If you like the Domina mesh (the link to Darknut's retextures has the clearest pictures of what you'll end up with) as many do, then ignore me completely and enjoy, just keep in mind that it replaces more that just the curiasses and you do have another option, which is...
Avenger's
Female ArmorMuch more subtle than Divine Domina. The meshes in this mod weren't made to look skin-tight, as the Domina mesh was, they were simply made to look like armor that is more comfortable for a woman to wear. A few meshes are reused several times, but there is more variety. If you plan to use a mod that adds unique female versions of armor, I believe this is your best choice.
Clothes and MiscellaneaThis section includes mods that replace the original clothing in the game, signs, things you can pick up, and other miscellanea. It does not include mods that add content unless said mods also replace existing content. There are so many little things in the game that have been retextured, and I don't intend to cover all of them. If you want more, Planet Elder Scrolls and TESNexus are there for you.
Please note that both Vibrant Morrowind and Darker Morrowind include many replacers for these objects, some of which borrow from the ones listed here. You can always pick and choose retextures you like from any mod by searching through them with programs like InfranView for textures and NifSkope for Meshes (which is true for any replacer
that doesn't use an ESP file).
Most of the clothing mods you'll find add new clothing rather than replace the standard clothes (hint: search for "Keazen" and "Korana"). However, you still have a few options.
CanadianIce and NoLiv created theirModular Robe Replacer, each providing their own take on every robe in the game and letting you decide which one you prefer. Both offerings are an immense improvement on the originals, and installation is easy. I really recommend that you get this.
NelothsMouth created sharper clothing textures which provide a much needed upgrade to the clothing in the game. The folds in particular look much better. Note that robes are included, so if you want to use CanadianIce and NoLiv's robe replacers with this you should install this one first.
There are more, which I hope to write up soon. Darknut, for one, is working on a replacer of his own, and there are some smaller replacers of high quality that are easy to miss if you don't know where to look, so look back here later.
"Miscellanea" is a vague grouping, and as such you have quite a few options.
Daleth's
Book JacketsFor Morrowind, Tribunal, and Bloodmoon, all of which require ESPs. Not only are these new book textures an enourmous improvement over the originals, each book has a clearly legible title on the texture itself.
William the Taffer's
Better BooksLike the above, but without the need for an ESP. It covers some that Book Jackets does not, so you can use both. If you decide to use the optional ESP included with this and Book Jackets, make sure this one loads after Book Jackets.
Connary's
Illuminated BooksWith this mod Connary redesigned the Morrowind books to look like hand-bound, medieval tomes...
Connary's
Elder Scrolls...This for the scrolls...
Connary's
Wood Furniture...And wooden furniture...
Connary's
Bed Fabrics...Beds...
Connary's
Ceramic Plates...Plates...
Connary's
Mixed Pottery...And pottery (no, the ceramic plates mod is not included in this one).
Qarl's
Misc Items ReplacerQarl does very good work, and this mod is a good place to start for Misc Item replacers.
Qarl's
Bottle ReplacerBottles now have transparency and reflect maps, some even have liquid in them.
Qarl's
Flask ReplacerReplacers for flasks found in the game, the cleanest, shiniest flasks you'll ever see.
GhostNull's
Silverware EnhancerVery well done. The silverware has reflect maps, but used in a subtle way that looks more like specular maps. One of the best replacers you'll find.
Astion's
Oblivion SeptimsLike the Oblivion mod of the same purpose, this replaces in game coinage with meshes based on the collector's coin released with the special edition of Oblivion. The vanilla gold is, let's be honest, terrible, so this should be a no-brainer.
NelothsMouth and Infectious Moon's
Soulgem ReplacerInfectious Moon started with NelothsMouth's soulgem replacer (which I'm having difficulty locating) and altered the textures to be closer to the original textures. High-res textures and reflect maps abound.
Earth Wyrm's
Souly SoulgemsWhat can I say? Soulgems look better with this mod. Here's a screenshot.
More forthcoming, I hope.
LightingYou'll have to face a few facts before you try to alter the lighting in Morrowind. There's only so much that can be done with mods, as they must work with the game's engine, and that engine is about 6 or 7 years old. Many of the lighting effects seen in modern games are accomplished with post-process shaders or functions (i.e. plane/vector functions and projection geometry, critical to getting great lighting effects like real time shadows and crepsucular rays) not availible in the Morrowind engine. Many of these effects can be achieved with external programs like MGE or the ebn series, but many of these effects are experimental or even just theoretical, and most are very taxing on your system's resources. Some utterly insane and skilled artists are finding ways to make effects like crepsucular rays and ambient occlusion (relative to the light source, occlusion relative to the viewer is already possible with the ebn series) a possibility in Morrowind, but getting involved in this sort of thing means getting sucked into the world of modding, and isn't conducive to getting into the game itself. Of course, once one of the open-source Morrowind projects is completed, that may well change.
So let's start with what can be done with the engine on its own, without MGE or the ebn series.
Before getting into lighting mods, I need to explain the light settings in the .ini file (Morrowind.ini, found in your main Morrowind folder). The most control you'll get over the light in the .ini is under the "[LightAttenuation]" settings, explained in detail
here. Some mods ask you to adjust these settings, so for those who wish to know I will try to explain them. Those who do not care can scroll down until they see this:

I use settings suggested by an Elder Scrolls Forum member
here (6th post) which are:
CODE
UseConstant=1
ConstantValue=0.382
;
UseLinear=1
LinearMethod=1
LinearValue=1
LinearRadiusMult=1
;
UseQuadratic=1
QuadraticMethod=2
QuadraticValue=2.619
QuadraticRadiusMult=1
;
OutQuadInLin=0
I don't know his reasons for using a fibonacci ratio for the constant (math nerd) and the quadratic value of 2.619 mystifies me (I assume it's just personal preference), but his reasons for using all three attenuation methods are very good. Allow me to explain in detail. Grab a graphing calculator (a search on google for "graphing calculator" will help you there).
The equation he presents for attenuation in his post is merely how the Morrowind engine crunches the numbers, for our purposes a simplified equation that ignores the radius variable will do. With the default settings, attenuation is linear only, or
1/x (meaning distance and brightness have an inverse relationship). With Jeoshua's values, the equation for attenuation would be
1/(2.619x^2+x+0.382) Try entering both into your calculator and see what you get (you only care about positive values, ignore the left side of the graph). You'll notice a few things...
- The default settings allow the Y value (the light intensity) to increase endlessly while the custom settings cap it at (as Jeoshua says) phi^2 (like I said, math nerd).
- The transition from bright (high Y values) to dim (low Y values) is more gradual with the custom settings. That is, at the beginning of the curve the change between Y values between two X (distance) values is greater with the default settings.
- The light with the default settings extends over a greater distance. In other words, the light attenuates more slowly.
All very interesting, but the real questions are "Why?" and "How do I tweak it?"
The answer lies in understanding what you are looking at, which is a simple polynomial that anyone with a decent grasp on algebra can understand:
ax^2+bx+c If you know your graphs, you already know what effect altering each value (a, b, c) will have, but let me spell it out in terms relevant to Morrowind.
Altering
a (QuadraticValue) will make the transition between bright and dim more or less gradual; higher values make it more sudden, lower values make it more gradual. Decreasing
b (LinearValue) will cause the light near the light source to maintain more brightness before making a sudden transition to dimmer light (there isn't really any reason to raise the LinearValue above one). Altering
c (ConstantValue) will either raise or lower the brightness cap; lower values mean a higher cap with 0 meaning no cap, and if you wish you can try lowering the ConstantValue until you start seeing oversaturation, which usually means the game is trying to portray a level of brightness too high for your monitor and is the reason Jeoshua uses constant attenuation in the first place. So play around with the values on your calculator to get a visual for what your tweaks would do.

Now, onto the Mods!
Sensei's
The Lighting ModIf you want one mod that will just make the lighting in Morrowind look better, this is the mod for you. I cannot overstate the immensity of what Sensei set out to do with this mod. First, he had to alter the ambient light and sunlight settings for every cell in the game, and then he had to alter the many settings for each light in the game. It was a ridiculously huge project, but the results are fantastic.
In a general sense the mod makes places without light sources dark, as one would expect. This means that a room is lit not by the ambient settings of the cell, but by the candles and torches within the room itself. I could spend another paragraph describing the level of awesomeness such a change can achieve, and how it makes Morrowind look the way it should have looked to begin with, but I'm sure the reader already understands why this mod is a must-have.
What I do need to explain is that the mod must be loaded last and it comes in two flavors: complete and modular. The complete version includes every change the mod offers, which has the potential for conflict with other mods. Necessities of Morrwind users, using this mod and NoM together means fires won't let you cook on them anymore, but fear not! It is safe to merge this mod and NoM using TESTool--in fact, I made a merged-objects ESP specifically for these two mods. This allows you to keep the effects of the NoM fires and the settings of TLM fires. Just make sure that the merged-objects ESP loads after both mods.
What this comes down to is that you must read the ReadMe thoroughly. And don't forget to bring plenty of torches.
Spuzzum's
Interior DaylightThis mod is essential if you use TLM. Spuzzum went to great lengths to make not just coded sunlight with an on/off switch, but an entire sunlight system that changes the intensity and brightness of sunlight pouring into a window based on the time of day.
Dark Angel's
Illuminated WindowsNow this is a mod that makes Morrowind come alive without as much heavy processing as Morrowind Comes Alive or Children of Vvardenfell. Windows at night will glow with flickering light, suggestng movement inside buildings, and windows indoors will grow brighter during the day. One may wonder if it is okay to use this with the other two mods listed above, or even whether it would make much of a difference. Not only can this, TLM, and Interior Daylight all be used together, I highly recommend it. The interior lighting may seem redundant with Spuzzum's mod, but this mod focuses more on lighting the windows themselves, while Spuzzum's focuses on lighting the interior of a building. The exterior lighting effects this adds are also very nice, especially those on Solstheim.
But what about bloom? HDR? Friend, if you really want to make a game as old as Morrowind wow you with these kinds of effects, look for information on the Morrowind Graphics Extender and the ebn series and prepare for a very long journey into the teeming underbelly of Morrowind modding.
This thread will get you started. Bloom and HDR are easy enough to get with MGE and a good shader if you have a system that can handle it, but I don't, so my knowledge ends here and I can't help you.
A final note: I have never beaten Morrowind. Ever. Every time I try I get so absorbed in the modding community that I never find the time. Mods are great, but get too involved and you'll forget there was ever a game to be played. Once you like how the game looks, just play it. And let me know how it is.