With TR and other content addons in my sights, I followed the total overhaul modlist for OpenMW. This was after initially planning to use one of the WJ modlists (YAJAN) but being dissuaded by the author, who said that OpenMW was the way to go if TR was my goal, and gave me lots of suggestions and guides along with an offer for further help should I need it. Huh, usually these guys have their heads up their asses when it comes to providing support. A positive surprise to be sure.
So what followed was my most careful and organized modding adventure yet, taking three days to install and test almost 300 mods. OpenMW provides handy tools for this with a built-in test mode. The actual installation process is a bit involved - MO2 works fine with OpenMW, but you always have to import your load order again and manually edit the config files on top of running a command line tool. Also, rename omwaddon files to esp's so that MO2 can detect them. (What's the benefit of this format anyway? It just got in the way, I found.)
The list itself was very good - organized, categorized, with detailed instructions for every mod and alternatives where applicable. I never found myself lost due to bad instructions. I didn't follow it to a T - I mostly omitted mods with a heavy performance impact as well as some with questionable direction. Mods related to Vivec in particular I was pretty iffy on, the statue and palace replacers stuck out in a bad way and I may end up replacing the statue mod in particular if I find a good replacement. Vurt's trees not only destroyed my fps in the Balmora swamp but also turned previously gnarled and mostly dead treed into big, lively ones. So I went with simple HD vanilla textures instead.
The oddest omission in the list was LGNPC or anything else that would flesh out the writing, so I grabbed LGNPC lite since every NPC being a generic info booth got old quick. Also, no music mods, but that's because none of them are fully functional yet. The one I grabbed has no battle music which... which is actually really nice because having the music constantly change because a mudcrab saw me 50 meters away isn't something I particularly care for.
The big silt strider in the room is of course performance and the good news is that if you're looking for a vanilla÷ playthrough, it's going to be great. 200-300 fps in cities and even more in the wilderness. Fully modded... well, sacrifices have to be made. I strove to strike a balance between visuals and performance. Increased the rendering distances so I wasn't constantly seeing shadows and grass pop in, but didn't go overboard. Distant terrain seems very well optimized - I set it at 10x, because each increment below that only granted 1 fps, so +3 fps at 7x, and so on. Set the (very nice) water shaders to average settings. On my OC'd 5600x/GTX 1070 system, I get 35-60 fps in cities, 80-100 in the wilderness. Old Ebonheart makes it drop all the way to 25 - I'll have to see if I can raise that once I reach TR content. If I were desperate for performance, I could regain 5 fps from tweaking the distances, and 10-15 from disabling the water shaders, but that would look just awful compared to everything else. And this is with a CPU that's very close to the best for this job that's currently out on the market. Damn, Morrowind.
As for the plans for my actual playthrough, I made a "fleetcaster" - quick on her feet, with focus on all the schools and some sword training for good measure. Dunmer, of course. I fully intend this to be a proper playthrough, but I'll definitely aim for the added content as soon as reasonable (TR, SHOTN, P:C, ROHT).