Kilcunda's Balmora is a relatively simple lore-friendly Balmora overhaul: Rather than adding entire new buildings, districts, etc this mod expands on making the vanilla Balmora layout more detailed and believable.

The mod also adds a new-look canal, more detailed surrounding areas and entrances, increased lighting, three new NPC's and more! Now Balmora feels more like the Hlaalu trading capital of Vvardenfel as described in-game. 

Tested with both vanilla Morrowind and MSGO 3.0. Cleaned with TESAME and TESPCD.

Main features:

Riverside:
Completely overhauled canal with a new riverside walkway and docks. 
A shipping hub for small boats with unloaded goods, wares and food. 
A new fishery just outside the Northern enterance with a dock and small boat. 

Market:
A new grocer's stall featuring an NPC with some unique dialogue. Sells food and ingredients. 
Re-done path towards high-town.
Added a blacksmith's forge outside the armorer's shop (with glowing embers!)

Labor Town:
A new well with seating, buckets, etc. 
A new outside area for the South Wall Cornerclub with NPC.
A much more overgrown 'slums' area around Caius Cosades' house.

High Town:
New walls and gateways to seperate High Town from the market. 
More seating and decorative objects.

Temple:
Completely re-done Temple area with new walls, lighting and decorative items.
A statue of Saint Olms with prayer benches.
Surrounding Area:
A new waterfall next to the bridge just north of Balmora.
Tweaked riverway/bridge south of Balmora to make small boat shipping more believable. 
More rocks, flora and other environmental details. 

Planned Features:
Animated Morrowind? extra features/compatability add-on - currently works fine with Animated Morrowind, but I wouldn't mind moving a couple of the NPC's added around a little and adding a preying temple follower to the new statue. 

Installation:
Copy Data Files folder to your Morrowind directory and enable 'Kilcunda's Balmora' in the Morrowind launcher. Requires Tribunal and Bloodmoon. If using distant land, re-generate distant land with MGE/MGE XE. 

Changelog:

1.0 - Initial Version
1.1 - Minor fix for increased compatability between Vurt's Trees and Vanilla: Trees should now be placed appropiatly whether using Vurt's mod or not. 

Credits:
This mod uses Momo's excellent Fishery? and Crane? resources. 

A huge thanks to reddit users Zafic and Saxojon for testing and feedback!

This mod has definitely been inspired by Atmospheric Balmora?, a mod I played with on a playthrough many, many years ago. Here's the latest version? I could find for anyone interested, however I couldn't find the original version with the canal similar to the one featured in my mod. Most likely removed due to clipping issues which have been fixed for this mod. 

Some of the 'new' meshes are just re-skinned vanilla objects, so thanks as always to Bethesda! 