/r/ModdingMorrowind

Photograph via snooOG

Please visit r/TES3Mods for your mod-related posts.

r/ModdingMorrowind is now archived and will remain in a read-only state.

This reddit is for learning and teaching about creating mods for The Elder Scrolls III: Morrowind, for suggesting mod ideas, for collaborating to create new mods or improve old ones, and for generally being cool and friendly.


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/r/ModdingMorrowind

1,420 Subscribers

12

This subreddit is now archived and will remain in a read-only state. Please head over to r/TES3Mods for your mod-related posts.

Hey there r/ModdingMorrowind.

After giving it some thought and asking the modding community for their input, I have decided to archive r/ModdingMorrowind for good.

There is no point having 2 subreddits dedicated to Morrowind mods, and r/ModdingMorrowind has been stagnant for years. The active userbase here is more-or-less dead, the guides and information in the sidebar are all widely outdated, and even the original moderator abandoned this subreddit long ago.

With that in mind, I am now officially closing down r/ModdingMorrowind. As of now, r/TES3Mods will be the new and official Morrowind modding subreddit.

r/ModdingMorrowind will, however, remain in a read-only state. This way, users may still scroll through old posts and comments, perhaps finding guides and solutions to problems not available in r/TES3Mods.

Anyway - without further ado, I invite you to head over and join us over at r/TES3Mods - in case you haven't already.

2 Comments
2017/12/05
15:44 UTC

6

Getting the value of an item in an inventory

I'm trying to use the MWSE function xGetValue to return the value of an item placed in a chest, but for some reason the value keeps coming back as 0, and I've tried multiple non-unique items. My suspicion is that I'm using references wrong, but I'm not sure how else to structure it.

Here's my code:

long currentItem
long count
long next_ref
long currentItemRef
long currentItemValue

setx currentItem count next_ref to xInventory
setx currentItemRef to xGetRef currentItem
setx currentItemValue to currentItemRef->xGetValue
MessageBox "currentItemValue is: %g.", currentItemValue, "ok"

The script is attached to a chest into which the player places an item, and the script runs once each time the player loads the cell on a different day from the last.

Scripting for Morrowind was actually my very first exposure to any kind of programming, and I fondly remember poking around with it; but I did not realize at the time how restrictive it can be! Any help would be greatly appreciated!

EDIT: Just discovered the xLogMessage function, so I added this log statement at the bottom:

xLogMessage "currentItem: %s, currentItemRef: %d, currentItemValue: %d", currentItem, currentItemRef, currentItemValue

(I also tried using %h as the placeholder for currentItemRef, but that produced the same results.) And for the item I'm testing (an adamantium mace), I get this log output:

currentItem: adamantium_mace, currentItemRef: 0, currentItemValue: 0

So it appears as if my suspicion was correct, and I'm not setting the currentItemRef correctly; but again, I'm not sure how to do it differently.

1 Comment
2017/12/04
17:04 UTC

2

Need Help Finding The Right GMSTs For My Enchanting Mod

I want to make a mod that decreases the cost of the enchanting service, maybe to 1/15 the original cost. And I also want to make it so that items you enchant are worth more than just their base price. Unfortunately, I can't figure out which two gameplay GMSTs on the construction set will do this, and I can't find a comprehensive description of what all the specific GMSTs do anywhere on the internet.

4 Comments
2017/11/20
15:36 UTC

6

Player Homes with Quests (x-post r/tes3mods)

The title is... Pretty self explanatory. Maybe I'm not looking right, but I can't seem to find any good player homes [Preferably either non-class specific, or mage based, heavily leaning to the former] that are obtained via quests. I'm not a fan of the ones that you just... Get. In fact, I hate mods like that.

So, yeah, just a couple requirements for me, that ^ and lore-friendliness. Anyone know any?

6 Comments
2017/11/16
04:07 UTC

10

Modding tutorial'series. Episode 1 out!

Episode 1 - this week https://youtu.be/kN7kg2YNdCw choosing your esm to yes to all or not and how create a cell look around a cell

Episode 2 - next week Move and place objects Create new objects

Episode 3 Doors, their markers, locks and traps.

Episode 4 Creating an npc

Episode 5 Fun with nifskope: retexturing an object

Episode 6 Creating icons with transparency in GIMP

Episode 7 Testing your mod, handy plugins and BC

Episode 8 Fix it

Episode 9 Cleaning with ME Cleaning with tes3cmd

Episode10 Quest time, dialogues

Tools used: TESIII Construction Set Steam fix: https://www.nexusmods.com/morrowind/mods/42196/?

Music from www.audiomicro.com: Walk In The Park by vspiegel http://www.audiomicro.com/guitar-strings-slow-walk-in-the-park-royalty-free-stock-music-4677

2 Comments
2017/11/15
09:43 UTC

6

Westly Golden Saint Companion. Help?

Tried turning this into a companion by pretty much dissecting the companions of MCA. I looked at one of the daedra companions and copied the sequences but tuned it to be said by the Saint.

Good News: I can talk to her and get "Background" to show up with the dialogue I made for her and she will reject me if I'm not the right level!

Bad News: "travel together" just keeps looping. The:

  • "aifollow, 'player' 0 0 0 0

  • set following to 1

  • set companion to 1

  • StartScript, 'MCA_statset'"

Never triggers, I guess? and I'm stuck in a red dialogue loop. I can, however, manually trigger the above by using the console, I'd rather not have to do that every single time though :/

Should I start over from total scratch or can it make the Frankenstein patchwork work? maybe somebody else could just do it?

Any advice is welcomed, or if some other mod already did this, please point it out. Thank you, have a wonderful day!

1 Comment
2017/11/10
14:21 UTC

11

Toying with undertaking a project

I love hand painted textures, and I know many people scream "WOW CLONE" when they see them, but I have always wanted to do a Morrowind Handpainted Texture mod. So I toyed around for a bit with the Hlaalu Textures and got this (Hind sight being 20/20 it would have probably been better to use the Imperial House but whatever.)

Hlaalu Boogaloo

Would anyone be interested in something like this? I know this isn't the best job, but I did it in like 4 hours or something too so...

2 Comments
2017/11/07
10:00 UTC

7

Is there a way to add the mainland from Tamriel Rebuilt to the global map without actually installing Tamriel Rebuilt?

I like the way having the mainland visible on the map looks, since without it you get the impression that Vvardenfell is all on its own in the middle of the ocean, but I'm not quite ready to play Tamriel Rebuilt just yet. Is there some way to get that extra land on the map without actually installing the whole mod?

EDIT: For the record, I'm using OpenMW, and often TES3MP. I don't care about the "uncovered" map you fill in as you visit cells, just the background blue-and-brown map. I've only seen one map mod, which requires an external patcher program, so I don't know if it works with OpenMW. The map_static texture it uses seemed like a good clue, but that texture doesn't seem to exist anywhere I can find in the base Morrowind directory or .BSA archives, so I'm not sure where I would put the edited version. (Also, I can't find the TR global map texture anywhere, so even if that patcher does work with OpenMW, I don't have the edited map itself to patch in. Anyone know where to find it?)

Thank you for any help you can provide.

0 Comments
2017/11/06
22:58 UTC

6

[x/TES3mods] Seem to be missing some meshes (pics inside)

I have a bunch of mods and plugins installed. I started a new game and the NPCs and myself are a mess of exclamation points.

I'm thinking it is some mesh error. I get an error on launch, here it is in Warnings.txt

TES3Stream Warning: Model "Meshes\BM_Snow_01.nif" tex not found "Tx_BM_Snowflakes_01.tga"!

Any ideas on how to proceed?

E: I disabled them one by one. It seems to be Better Bodies. Too bad, I think the vanilla bodies are fugly

3 Comments
2017/10/26
16:43 UTC

5

Tomb of the Snow Prince and compatibility (xpost /r/Morrowind & /r/tes3mods)

I'm trying to patch a couple mods to be compatible with abot's version of TotSP. Suran Underworld looks like it moves the docks at Fort Frostmoth, putting some npcs from mods Abot has patched into the water. Korana made a patched Suran Underworld esp for Solstheim Castle, but it isn't the updated version on Nexus. How would I go about moving the dock in the updated Suran Underworld esp back to the original position so Korana's npcs aren't swimming? I believe I can take care of the rest of the landscape issues with new buildings placed on solstheim by SU.

The other mod I'm trying to patch is Ships of the Imperial Navy. The mod adds a boat to the eastern side of the fort. As far as I can tell, the actual boat doesn't conflict with anything, but the landscape in and around the fort is altered. Trees and rocks are floating, barrels are sunken into the ground, etc. Is there a way to delete all changes made to the cell besides the addition of the boat, or am I approaching this problem in an incorrect manner?

I'm fairly new to using the construction set and MWEdit, but I believe what I am trying to accomplish should be possible even with my rudimentary set of skills.

If you've made it this far, thank you for reading. I appreciate any help or information that anyone is able to provide.

2 Comments
2017/10/20
23:42 UTC

5

Is there an updated compatibility list for the 'Tamriel Rebuilt' mod?

For those who have tried the updated TR mod, any issues of compatibility? And is there a forum thread focusing on this?

1 Comment
2017/10/18
11:35 UTC

3

Noob - Can i put mods mid-game?

So, i started playing Morrowind (for the first time) yesterday. And i walked a little bit, talked with some dudes(they hate me cause i´m a outsider, lol), but i wanna Enchance the game a little bit. Can i do it in the mid game, or should i start a new save?

3 Comments
2017/09/28
21:50 UTC

3

Best Mods For New Lands - join the discussion over at r/TES3Mods!

Link

With the release of Tamriel Rebuilt 1709, this seems like the appropriate time to launch the new Best Mods For...? segment - with this week's theme being New Lands!

I happily invite you over to r/TES3Mods to join in on the discussion!

0 Comments
2017/09/28
16:13 UTC

5

Vampire realism not fully functioning

I am playing a heavily modded version of morrowind (aren't we all). I am using vamp embrace and vamp realism. So features of vr are not working. Like the tomb mechanic and that hunger never goes down. I will post a full mod list when I get home, but my major mods are: tr, mgso, morrowind rebirth, living cities, lgnpc, mca, roht, buul, and ul. Would any of these mods affect vr? Thanks.

0 Comments
2017/09/27
14:45 UTC

6

Noob questions..

Hello there, I'm about to take my first dive into pc-esque gaming... My brother in law is giving me his old razer edge pro gaming tablet. I've seen games like fallout 4, battlefield, skyrim, ect. run smoothly on the edge. But I haven't seen anything about modding older games. I'm not really sure how this works and will learn as I go, I'm just wanting to make sure what my possibilities are before I get too excited.

2 Comments
2017/09/27
01:56 UTC

10

Anyone willing to help me out with fixing PC mods for the original xbox?

Long story short, I've got some great mods that either half work or break the game quests some how and when I posted it up on nexus it got taken down. I've done some cleaning but nothing seems to have helped. Mods like the bottle house and the one where you can buy a slave follower are amazing and while do work only half work. Also expanded tombs is a pretty sweet mod that I'd like to say works pretty well but can crash the game and the enemies always respawn whenever you reload while in the tomb. Or whenever you sleep. Mods like those I'd like to fix up but I don't have the skills to fix them.

Now, just to be clear I'm not asking for help with modding the game, just with cleaning up the mods. Big difference when it comes to some people (I'm talking about the moderators who took down my post on Nexus) as they think that fixing and cleaning mods for the xbox is the same thing as actually modding the game or creating mods for it.

2 Comments
2017/09/15
05:24 UTC

5

Looking for mods that improve unarmaed

Unarmed is awesome, but I'd like to have some weapon mods that can be added just for unarmed, or for cast on strike things that could be added to my attacks.

I saw somewhere a mod called Fists of Fire by Argent, but I can't find a download anywhere.

*Edit: Nevermind, I found it http://mw.modhistory.com/download-51-3886

0 Comments
2017/08/25
16:21 UTC

3

I need help finding a mod - Scroll/Paper "Close"

There is a mod that moves the "Close" option in a scroll farther to the right. I came across it once, but lost the page I found it on. I think it was an optional piece to another mod. Does anyone know what it is/where it is located?

0 Comments
2017/08/24
19:31 UTC

3

Best Mods For Mages - join the discussion over at r/TES3Mods!

Link

Hey guys!

Forgot to post here the other day. The Best Mods For...? discussions are a weekly thread dedicated to mods for specific play-styles/topics.

This week's theme is Mages and I'd love to hear your suggestions for a Mage playthrough!

0 Comments
2017/08/23
17:10 UTC

8

Two Player Morrowind Play Through

Me and a buddy start a co-op play through of Morrowind using the tes3mp mod. Let me know what you guys think. PLZ NO H8! <3 :) https://www.youtube.com/watch?v=I5-Ze2hQF6I

0 Comments
2017/08/23
05:25 UTC

2

How do I create a script that runs during character creation?

Every time I start a game there are four chargen objects, left over from the boat, floating in the air above Seyda Neen Bay. I'd like to create a small script that disables the objects at some point during character creation.

The objects I'd like to disable are:

chargen_crate_01_empty

chargen_plank

chargen_chest_02_empty

chargen_barrel_01

Thanks.

2 Comments
2017/08/23
04:24 UTC

2

Height Adjustment Mod Questions

Hello all.

So, I asked something similar just recently on the Skyrim Mods and Oblivion Mods subreddit and thought I would ask something similar here as well. I'll keep this one shorter than the Skyrim one.

As the title suggest, I've been curious about mods that let players adjust and choose their height for their character in these games. I know there are commands one can use, but are there mods that Morrowind players can use that let them choose a height be it via slider or something else? And if so, is there anything that can cause the changes made to be undone accidentally by any chance?

Thank you for your time.

0 Comments
2017/08/23
02:16 UTC

2

Need help with S.T.E.P guide

So i've been trying to get the step setup to work but the installation is the part that doesnt work for me. I've downloaded every file needed on the guide so all i need is to install the textures and mods, but i just can't manage to do it properly and manually. Is there any tool that can help me do this?

TLDR: To install STEP, is there any tool anyone used to get that shit done?

4 Comments
2017/08/23
00:26 UTC

2

Exporting data with texture path

I'm working on creating a web interface so that users can create and modify their characters via a web interface instead of creating accounts at login. I know this isn't entirely Morrowind related but my question is concerning the construction set.

http://i.imgur.com/2RsmsSr.png

I want to be able to export this data along with the filepath to the texture, however via Export Data there's no information as to which icon or mesh to use:

"ALCH"	"potion_skooma_01"	"Skooma"	"1.00"	"500"	"0"	
"ALCH"	"Potion_Cyro_Whiskey_01"	"Flin"	"1.00"	"100"	"0"	
"ALCH"	"potion_comberry_wine_01"	"Shein"	"3.00"	"10"	"0"	
"ALCH"	"potion_cyro_brandy_01"	"Cyrodiilic Brandy"	"1.00"	"100"	"0"	
"ALCH"	"potion_comberry_brandy_01"	"Greef"	"5.00"	"30"	"0"	
"ALCH"	"Potion_Local_Brew_01"	"Mazte"	"5.00"	"10"	"0"	
"ALCH"	"potion_local_liquor_01"	"Sujamma"	"3.00"	"30"	"0"	

I tried to copy and paste it out of the editor but that didn't work either. Is there a way to export from the editor the icon?

2 Comments
2017/08/22
17:24 UTC

3

NOT SURE WHAT TO PICK FOR MGSO SETUP PC PERFORMANCE, slow? med? fast? very fast?

I was thinking of going with medium but I was not sure if my pc performance would qualify for a higher category.

Part list: cpu: intel pentium g4600 mobo:msi b250m bazooka gpu:evga geforce gtx 1050ti 4gb gddr5 ram: x2 crucial ballistix sport 4gb ddr4 2400 os: windows 10 64bit

Here is the Minimum/Suggested Requisites

Slow PC CPU: Intel Pentium 4 3.0GHz/AMD Athlon equivalent Graphics Card: ATI Radeon X800XT/nVidia GeForce 6600GT or equivalent RAM: 1GB

Medium PC CPU: Intel Pentium D 3.0GHz/AMD Athlon X2 3.0GHz Graphics Card: ATI Radeon X1800XT/nVidia GeForce 7800GT or equivalent RAM: 1GB (WIN XP) 2GB (Vista or Seven)

Fast PC CPU: Intel Core 2 Duo/AMD Phenom II Graphics Card: ATI Radeon HD 4850 - 4870/nVidia GeForce GTX 260 - 280 or equivalent RAM: 2GB (WIN XP) 4GB (Vista or Seven)

Very Fast PC CPU: Intel Core I7/AMD Phenom II (Better if overclocked) Graphics Card: ATI Radeon HD 5850 - 5870/nVidia GeForce GTX 470 - 280 or equivalent RAM: 4GB

2 Comments
2017/08/20
07:49 UTC

6

Is the old Indarys home mods from UESP avaible?

I was recent playing tes3mp with some friends that have never played morrowind and was hoping to install the following mods. -Indarys Greathouse -Indarys Inside but i could not for the life of me find them so i was wondering if anyone knows where i can get them?

1 Comment
2017/08/15
01:57 UTC

6

OpenMW Flickering Textures and Performance Issues

Hello all. New to this subreddit and I've tried searching this really annoying flickering issue I've been constantly encountering. The textures of foliage and animated banners erratically flicker between light and dark whenever I move the camera near them. The only responses I found about this were over a year old and not helpful at all, so I was hoping to see if there was any new info on how to fix this. And if anyone would happen to know what settings to use for the best frame rate with Distant Terrain on that would be very helpful. I've gotten 30 fps semi-consistently outdoors by using default water, but the stuttering is still a serious nuisance. Below is all the relevant info I think.

Specs
Windows 7, 64 Bit
AMD FX-8370 Eight-Core Processor @ 4.00 GHz
8 Gigs DDR3 RAM
AMD Radeon R7 370 GPU (4 Gig Memory Version)

OpenMW Settings
[Camera]
field of view = 80.0000
viewing distance = 14000.0
small feature culling pixel size = 16.0
[Cells]
exterior cell load distance = 2
[Terrain]
distant terrain = True

2 Comments
2017/07/30
04:45 UTC

3

Making an active mod with another mod loaded in CS: How to fix doubling in game?

I'm trying to make a small mod to an interior created by another mod. To start I'm activating the master files, the base mod, and then my mod as the active file. From there I make the changes to the interior of the base mod with my mod active, including deleting some items and replacing them with my own. The issue is then when I start up Morrowind with my mod loading after the base mod, the items I deleted from that mod in my file are still there. How would I stop this from happening?

Specifically I'm playing Great House Dagoth and trying to replace some of the statics from the lair with containers that share the same mesh as those statics, ie deleting a daedric pillar and replacing it with a container that looks like the pillar. When I check in game both the pillar and container pillar are there.

I assume this is happening because of the base mod, Great House Dagoth, loading in the pillar, but I assumed that with me deleting the items in my mod would have overriden them. Any help?

1 Comment
2017/07/30
00:07 UTC

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