The Elder Scrolls

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Favorite Morrowind mods?
Here's mine:
Welcome to The Arena - Adds a playable arena to Morrowind, bug free
Sei's Dynamic Wild Life - Probably one of the most unique mods for Morrowind. It essentially adds a shit ton of wild life spawns around you. I recommend you read the readme to tweak the values.
Serendipitous Spears - Javelins!
OpenMW Dynamic Actors - Gives you the ability to talk to NPCS without the game being paused. Adds idle animations too.
Crassified Navigation - Removes the map. I think it goes well with TR because removes the incomplete map to give you some more immersion.
Vvardenfell Brotherhood - goes well with Favors Of Dagon because it allows you to join the Cult Of Dagon and the Dark Brotherhood too. I recommend you use the Construction kit to change the faction name and ranks for VB a bit though.
Mimics
Vampire Hunter Faction - Adds a vampire hunter faction, requires some extra mods but its all in the description
Dale French Quest Collections - These are some ancient, OG quests from 20 years ago. A piece of morrowind history.
Fargoth Says Hello - A mod made by an original morrowind developer who made the Fighters' Guild Quests.
Starwind - A starwars total conversion mod for Morrowind with hundreds of quests. Pretty much complete, and has tons of mods itself.
Fires Of Orc - Alice's quest mods are great, in general, so I'd look at those too to if any of them strike you fancy. You may need to clean a lot of them with TESCMD3, and a lot of them can be redundant so be careful.
Playable Game Of Ur - This guy made a lot of cool mini-game mods for Morrowind.
The Buoyant Armigers - Makes them a playable faction, he also has a ton of neat quest mods for Tribunal too.
Main Quest Without the Blades - Alice also has mods that do this too, but this one is much more immersive IMO. There was also the ancient Great House Dagoth mod for people who want to do a "what if the Nerevar joined Dagoth Ur?" play-though that's really fleshed out that pairs well with it. However, I've heard GHD is pretty buggy. It should work on OpenMW now too since they apparently fixed the transformation bug.
Doors Of Oblivion Upscaled - Includes all the fixes for the mod so you only need the ESP. It's basically a DLC sized expansion for Morrowind. Cool stuff here.
Illuminated Order Improved - Fixes one of the best quest mods from back in the day
Caldera Priory - Another great quest mod
Immersive Madness - Join Sheogorath's cult and do quests
Acolyte of Azura - Join Azura's cult
Colorful Morrowind - This guy made a lot of great fantasy themed overhauls for Morrowind. See Morrowind Forested and Undead Nightmare.
Oblivion-Like Magic Glow - Better looking enchantments IMO
Animated Flight
Mercy - Check out his profile, he makes a ton of great animation mods
Also, the Morrowind community has a ton of modding events around March so you'll usually find good quality stuff around then
 
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Favorite Morrowind mods?
MWSE (OpenMW is for noobs)
MGEXE (distant land)
Morrowind Code Patch
Patch for Purists
Tamriel Rebuilt (the best mod ever made, also grab Skyrim Home of the Nords and Project Cyrodiil)
Ashfall (camping, survival, crafting, cooking, etc)
Poison Crafting (lets you make poisons, apply them to weapons, and use alchemy equipment as a world item)
Ultimate Fishing (fishing, integrated with Ashfall)
Joy of Painting (make some art, also integrated with Ashfall)
Morag Tong Polished (improves Vvardenfell Morag Tong, works well with TR)
Lock Bashing (bash locks open at the cost of weapon durability, based on strength and fatigue, a good alternative to lockpicking or magick)
Beast Boots (allows beast races to wear boot armor by making it shin plates, still cant wear shoes)
Less Generic NPCs
Perfect Placement (makes placing items a lot easier)
Stormrider TR (Purchase a ship you can sail around, live on, fast travel to various locations with, etc. The TR version adds Tamriel Rebuilt travel options and a teleport to cabin ring)
Rise of House Telvanni (with 2.0 upgrade)
Uvirith's Legacy (with RoHT Compatibility patches)
Weapon Sheathing (with bow position tweak)
Bound Armorer's Hammers (summon repair hammers)
Sneed's Feed and Seed (yes its a real mod, look it up)
CharGen Revamped (alternate start)
Thirteen Telvanni (gambling card game)

No, I'm not linking them, too much work.
 
I once saw a series of live streams that involved using a series of random generators to pick an NPC class, an alternate start option, and a task to complete. The goal was to complete the task without dying, if you die you reroll everything and start over. It was pretty fun to watch and I'm surprised no one has made it into a mod.
Not TES related but when I had a regular D&D group, any time the DM had to cancel we would just roll a d20, randomly generate characters at that level, and I'd randomly generate a dungeon for them to crawl. It's a lot more fun than it has any right to be, just getting dropped into a situation and having to make sense of it.
 
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Not TES related but when I had a regular D&D group, any time the DM had to cancel we would just roll a d20, randomly generate characters at that level, and I'd randomly generate a dungeon for them to crawl. It's a lot more fun than it has any right to be, just getting dropped into a situation and having to make sense of it.
I found the Morrowind streams and edited the link into that post if you want to check it out. I've tried replicating it myself too and it is quite fun.
 
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On topic of Morrowind mods, someone has to bring this one up.

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Stormrider TR (Purchase a ship you can sail around, live on, fast travel to various locations with, etc. The TR version adds Tamriel Rebuilt travel options and a teleport to cabin ring)
This one looks really cool, it’s like how you could buy a boat in Daggerfall but even better. I had no idea it existed before now.
 
2024-12-27 14_44_50-OpenMW.jpg

The zebra horses and the giraffe donkey crack me up. Over all good mod, runs great with OpenMW. However I wish that there were more NPCs milling around Anvil as the city feels a bit empty of people. I'll have to try Stormrider out to really live the swashbuckling lifestyle.
 
Over all good mod, runs great with OpenMW
I said before that OpenMW is for noobs and I just learned something new about it.

In the most recent version that's required to run the mod, OpenMW 49, they ruined Melee combat.

In normal Morrowind and in previous versions of OpenMW, melee damage is calculated when the attack animation makes contact with the hitbox. OpenMW 49 changed that so its calculated on animation start. So lets say you see an opponent wind up to hit you. In normal Morrowind you can move out of range to dodge the attack, but now in OpenMW 49 even if you dodge out of range you will get hit because you were in range when the animation started.

MWSE Chads stay winning.
 
MWSE Chads stay winning.
My next playthrough is going to be using the OG engine for sure. For all I know some kind of tranny drama stopped MWSE from being supported in OpenMW, but I'm mostly just sad I can't do crafting or use Merlord's Fishing. OpenMW only features like multiplayer and VR are just novelties in the end, and I haven't tested to see how much better the performance in dense TR areas actually is.
 
My next playthrough is going to be using the OG engine for sure. For all I know some kind of tranny drama stopped MWSE from being supported in OpenMW, but I'm mostly just sad I can't do crafting or use Merlord's Fishing. OpenMW only features like multiplayer and VR are just novelties in the end, and I haven't tested to see how much better the performance in dense TR areas actually is.
I've never had any performance issues with MWSE in dense TR areas. Not to say that I don't get the very occasional crash but it's never had anything to do with density. I've also not had a replicated crash on my current build so the solution is simply to save regularly. This shouldn't be new info for anyone playing heavily modded bethesda games.
This one looks really cool, it’s like how you could buy a boat in Daggerfall but even better. I had no idea it existed before now.
If you get Stormrider and you're running MWSE with Ashfall you can go to the store and buy a stove, then place that stove on the first level below deck in the bow across from the built in kegs of water thus creating your own little Galley Kitchen! If you also have Ultimate Fishing you can then fish off the deck of the ship and cook your catch in the galley.

EDIT: I almost forgot you will need to use the console to disable the useless decorative cauldron that comes with the ship because its in the spot where your functional stove should go. Make sure you grab the ladle out of it before you do so you don't need to buy a ladle for your cooking pot to make soups and stews.
 
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I know people here hate Patrician but this video might help.
What did he do for hate?
I like the dude a lot

Side note, having fun with the Anvil kayfabe fight club under the casino
 
I said before that OpenMW is for noobs and I just learned something new about it.

In the most recent version that's required to run the mod, OpenMW 49, they ruined Melee combat.

In normal Morrowind and in previous versions of OpenMW, melee damage is calculated when the attack animation makes contact with the hitbox. OpenMW 49 changed that so its calculated on animation start. So lets say you see an opponent wind up to hit you. In normal Morrowind you can move out of range to dodge the attack, but now in OpenMW 49 even if you dodge out of range you will get hit because you were in range when the animation started.

MWSE Chads stay winning.
Thats normal Morrowind behavior. You are complaining about something MWSE has already. OpenMW was different before but now it matches vanilla
My next playthrough is going to be using the OG engine for sure. For all I know some kind of tranny drama stopped MWSE from being supported in OpenMW, but I'm mostly just sad I can't do crafting or use Merlord's Fishing. OpenMW only features like multiplayer and VR are just novelties in the end, and I haven't tested to see how much better the performance in dense TR areas actually is.
OpenMW is fundamentally incapable of ever supporting MWSE mods because MWSE hooks into the Morrowind EXE directly and edits memory values. Since OpenMW is a cleanroom re-implementation thats never going to be a possibility, and the OpenMW Lua API is written with multiplayer in mind so its completely different from MWSE's API even if they were somehow compatible
 
I'm able to dodge in combat with MWSE just fine so maybe Patch for Purists or MCP fixes it.
It doesn't stop you from dodging, it just calculates the hit when you release the attack button instead of when the animation connects. I'm 99% sure MCP doesn't touch it, and patch for purists is an ESP only mod so it only affects game content not game mechanics.
 
It doesn't stop you from dodging, it just calculates the hit when you release the attack button instead of when the animation connects.
Maybe we aren't talking about the same mechanic then. What I'm talking about is when an Enemies animation starts not when the swing releases. Instead of calculating the hit on the release of the swing its calculating it on the wind up.
 
Oblivion blew up because it was effectively "Lord of the Rings: The Game" when LOTR was big and Skyrim blew up because it was effectively "Game of Thrones: The Game" when GoT was big. Morrowind was the last actual Elder Scrolls game.
I guess Fantasy might have gotten more popular overall but the by far bigger factors was the increase in the amount of people with a gaming console and the massive hype after the E3 demo for Oblivion. The open world they promised was groundbreaking, it truly felt like next gen shit. Then Skyrim built on the popularity of Oblivion and the gaming market just kept growing. Nothing to do with GoT. I don't remember anyone giving a shit back about that connection back then. Yeah sure they both have dragons. So does every other fantasy property.
(Double post for topic separation)
Former Bethesda devs are interviewed about Todd Howard.
View attachment 6784454
Thoughts?
Apparently he's extremely hands on with the UI and somehow the UI is absolute dogshit game after game, especially on PC despite admitting to using UI mods himself? What the fuck, Todd?
 
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