/r/tes3mods
A subreddit dedicated to mod-related content for Bethesda's 2002 open world RPG The Elder Scrolls III: Morrowind.
A subreddit dedicated to mods for Bethesda's 2002 open world RPG The Elder Scrolls III: Morrowind.
Subreddit Filters
|Shoutouts| |Help| |Discussion| |Release|
|Review| |OpenMW| |Other| |Solved| |Announcement|
Discord Groups
Related Sites
Resources and Guides:
Related Projects
Related Subreddits
/r/tes3mods
I did this before, but I guess by accident, and now I can't replicate it, even by observing the texture I did it for before. Setting the blend mode to Alpha Blend isnt working.
Is there any alternative (preferably something smaller) to Sotha Sil Expanded mod? I wanted to get a Clockwork City expansion mod but this one is too big and confusing for me.
Hey people,
been modding and playing morrowind again for some weeks now. I'm nearing completion of a perfect modlist for myself. One mod I'm missing that I really really liked is "Ashes to Ashes". It's a mod that turns vampires to ashes once you kill them. I had the mod on my last setup, but sadly I didnt save it. It seems it was only hosted on mw.modhistory.com and as you may know, that site is down.
Does anyone have the mod files saved and is willing to reupload/ send them to me or has a working link for a download?
Thanks
I am at point of her quest where I go to the tomb below Odai Plateau, but nothing seems to be triggering and she still says lets find it when I talk to her even after picking up her brothers armor and looting the chest (Only things I can think of that could be a trigger I tcl all over and could not find anything else).
Any1 know console command or if missing something would appreciate it.
(I am pretty sure this is it now https://www.nexusmods.com/morrowind/mods/53585?tab=posts but I still have it from days when JMK had their mods up and not this big mod grouping).
I want to make the Sorcerer class like in Arena\ Daggerfall\ Battlespire by giving it the Atronach's Wombburn ability. Can it be done, and if so, how?
Thank you.
Could you reccomend me any mods that would add a lot of balanced weapons and armors and not look too much out of place?
I am making a quest mod that requires every single book from every single game ported into Morrowind. As I was working on it I realized it could be useful for other modders, so I split the books themselves into their own modders resource and i named it Athenaeum_Data! Kind of niche, but I figure it could save some of yall some time. Batch one of 226 books is up now on the Nexus, with more coming very very soon!
Check it out here!
Hello I need a bit of help
I really wish to install TR..
BUT, I have the french GOTY CD-R version, with many cell names in french, so TR installs with too many errors.
I wish to buy a version that supports english (to have the right files).
is GOG a good source ?
if yes, will I be "forced" to start the game using the GOG launcher ?
I've seen in GoG a
"download offline backup game installer"
--> would that allow to install a version of the game that doesn't depend on the GoG launcher ?
thanks in advance !
I've been trying to puzzle this out but it's taken half the night too long, so I'm hoping someone might know what to do. 🥲
Using BCOM and the Daedric Intervention texture pack, but upon entering Tel Fyr and going upstairs, I keep hitting a group of errors regarding the "glow" textures to the daedric longspear and a few other items.
Model "Meshes\w\w_longspear_daedric.nif" tex not found "tx_w_daedric_wakazashi_evil_glow.dds"!
Object "T_Dae_Regular_Longspear_01" (Tamriel_Data.esm)
Model "Meshes\w\w_longspear_daedric.nif" tex not found "tx_w_mace_daedric_glow.dds"!
Object "T_Dae_Regular_Longspear_01" (Tamriel_Data.esm)
Model "Meshes\w\w_longspear_daedric.nif" tex not found "tx_w_longspear_daedric_glow.dds"!
Texture Load Error!: tx_w_daedric_wakazashi_evil_glow.dds
Texture Load Error!: tx_w_mace_daedric_glow.dds
Texture Load Error!: tx_w_longspear_daedric_glow.dds
(No idea where the other items might be in the room, but) Upon checking the spear on the balcony, you'll find the tips on either end are stark white.
Longspear with DI-Weapons enabled. Reverts to normal otherwise
Tested this with a clean(ish) install, and it seems consistent with DI.
Other comments on the mod page also ask about the texture, to no avail, so I'm assuming there may be no fix yet? How would one patch this in order to prevent the error from popping up anymore?
EDIT:
I made a quick fix that solves the error for me. Here it is in case anyone else runs into this issue in the future!
https://www.nexusmods.com/morrowind/mods/55501
Is anyone familiar with a mod that does this? There's weird whirring and beeping sounds coming from enemies like bugs and skeletons, and when some creatures die, they make this weird crackly sound like a dying speaker. I don't know if this is something OpenMW is doing, since I recently updated that. The only mods I can think of that add sounds are Tamriel Rebuilt and Omicron, but I never had this issue with them in previous installs.
I looked through my sounds folder too, but none of the creature sounds have been changed, and I can't even find the files making these sounds.
[EDIT] Here's my mod list:
Tribunal.esm TR_Mainland.esm Tamriel_Data.esm Bloodmoon.esm Cyr_Main.esm GDR_MasterFile.esm Ald-ruhn Expansion 2.00.esp AreaEffectArrows.esp Balmora Expansion v1.5.esp BetterGoverningAttributes.esp BirthsignsAMFun_MW.esp COI.ESP Caldera Mages Guild Expanded.ESP Clean BE Waterfall Patch.ESP Clear Your Name.esp D2Items.esp Deus Ex Machina - A Steampunkyish Mod.ESP Djangos Dialogue.ESP EBQ_Artifact.esp Encumberance increaser StrX10.esp FLG - Balmora's Underworld V1.1.esp Fair Magicka Regen 2.0b.esp LeFemmArmor.esp Less_Generic_Tribunal.esp LowerFirstPersonSneak.ESP MCA.esm MQE_MainQuestEnhancers.ESP Magical Missions.ESP Mournhold LOD.ESP Mournhold Overhaul v2.0 - NPC's.esp RealSignposts.esp Seyda Neen Expansion 1.0.ESP Siege at Firemoth.esp Sky_Main.esm Sky_Main_Grass.esp Skyrim Crafting for Morrowind GOTY.esp Sotha Sil Expanded.ESP SpeedandStamina.ESP TD_Hotfix.ESP TR_Factions.esp TR_Firemoth_Vanilla_patch.esp TR_Hotfix.esp TR_OldTravels.esp TR_Preview.ESP TR_Travels.ESP TR_Travels_Preview_and_Mainland.ESP The Doors of Oblivion 1.4.esp The Sable Dragon 1.7.esp Tower Vos.ESP Vivec Expansion 2.0.esp Vivec_Mages_Guild_Expanded.ESP adamantiumarmor.esp bcsounds.esp entertainers.esp eye_of_night_toggle.esp llm-easy.esp master_index.esp
When I'm in the CS the NPC shows up just fine but when I load into game they're missing everything except their head and knees for some reason?
I've double checked the paths on the parts.
Anyone know how to solve this?
I'm using openmw
I put a note at the bottom of the pastebin link for the dependencies the mod that the NPC is in needs which is "Better Bodies.omwaddon"
So I've got the basics for landmass modding down and done some experimenting. But how do I change the name of the region so my landmass isn't just "wilderness"? Any help welcome, thanks.
I'm getting back into Morrowind after... a very long time. I'm pretty sure the last time I played it was a franchise replay before Skyrim came out. Things have changed quite a bit since then, so many more options in how and where to get the mods as well as more mods. Even the site's I used to get my mods back then don't function the same way anymore. I do know my previous playthroughs were with the CDs, while I'm looking to just use Steam this time. So hopefully you all are understanding with what is probably a very simple solution I just don't know how to find. I mean, I feel a little stupid asking this because I have a friend who has gotten over 1200 mods working on their Skyim game while I rarely do more than 3 mods in anything. But they also had to spend weeks getting everything working, and I know I'm never going to spend more than 1 afternoon before tossing the idea in the bin.
Ideally I'm looking at something like this list from the Steam Community. I'm hoping there is a suitable mega-mod I can just install? Or do some of these mod managers let you pick a bunch of things from the database and then they download and install the group?
Is it possible to modify a save file to completely remove yourself from a faction? I know it's not possible with the console and from my knowledge it's not possible with the CS but I believe it might be with TES3AME. I'm not sure though
I'm getting a problem where the tamriel rebuilt soundtrack is just starting itself over and over again. Only the first half-second of music plays repeatedly. Does anybody have a potential fix for this?
So after years of putting off modding Morrowind for years, I decided to come back to it. For a long time, when I tried to access Morrowind through Mod Organizer I would receive an error message. That was simply solved by putting the Steam.exe into Morrowind's directory. However, now when I try to play Morrowind, two things happen. (Side note, I don't have openmw, I'm just trying to mod the vanilla game. I know that's a rough journey compared to modding openmw, but I managed to mod vanilla Morrowind before)
One - the Morrowind launcher pops up, it recognizes that I have mods installed when I look in the file config. Sounds good, right? I press play, nothing happens for a couple of seconds, then the launcher pops up again. I thought it was a software quirk, but then I looked in the file config after playing for a few minutes and saw that none of the mods were loaded. The only mods that were recognized were the ones that I had to install in the directory like MGXE and the code fix. I'm not sure what happens that causes the second launcher to pop up and not recognize the mods despite having recognized them when I open the launcher via mod organizer.
Two - I have attempted to shortcut some things by making mod organizer directly load Morrowind and skip over the launcher to force it to load with mods, but nothing happened. I remember using Wyre, which has given me its own problems, but it loaded mods with the game. Thing is that I've moved on to Mod Organizer for it being easier to manage, though I do wonder if Wyre is the only viable way to load mods in Vanilla Morrowind.
In short, Mod Organizer recognizes that I have mods loaded for vanilla Morrowind, yet it refuses to recognize them when I play the game. Wyre has worked in the past but I'm trying to figure out how to make the mods work with Mods Organizer since it's more competent. What can I do to stop the secondary launcher from popping up and not recognizing my mods through Mod Organizer?
Some of you may recognize this mod from the other scripting help thread, but it turns out there is also a completely separate issue cropping up with MGE XE users who have installed this mod.
Mod in question is right here
Basically they are reporting that there is a huge collision box in the mod-added player home (in this case, titled the "Ashpile Abode") that is preventing them from going down the stairs to the lower floor. One user has submitted a screenshot of it in the Posts tab.
Only trouble is...I can't replicate the problem. Everything works fine for me when testing it through MGE XE via ModOrganizer 2, and loading it into the vanilla construction set does not reveal any odd collision boxes blocking the stairs for me. I'm not even sure where to begin on solving this since I can't replicate the issue, so I was hoping perhaps someone on reddit who knows their way around modding and troubleshooting could perhaps help in identifying what object has this weird collision problem, and how I can fix it (you might encounter some basic scripting error warnings; these have already been accounted for and playtested on my current unreleased build).
The mod was originally built in the OpenMW cs, but I spent a great deal of time porting it properly into the vanilla cs; my guess is perhaps something went wrong with the objects during the transition?
I'd really like to use Creature and Critters:
https://www.nexusmods.com/morrowind/mods/54518
But it says to merge levelled lists and items. This is the only way to get Wares Ultimate items to work with Tamriel Rebuilt too I believe... Is there a simple guide to follow somewhere? I'm pretty familiar with OpenMW Morrowind modding but I've never done this and find it confusing. I'm on Linux I don't know if that complicates things...
Hey, I've been trying to figure out if there is a way of exporting the data of the references of objects to a text doc, and I'm struggling to find anything about this. I know the CS can export the data of objects, but it's fairly basic and doesn't include information about where and how objects are used. I just want an efficient way of seeing what doors and containers that keys unlock, since there's no way of seeing that directly in the CS. I'm wondering if anyone else has tried compiling info like this before, or if I'm barking up the wrong tree for thinking that it can be done with the CS. Any advice is much appreciated.
Hey all,
So a few weeks ago I made a mod titled "The Ashpile Abode," a basic player housing mod with a brief quest attached to it. I mistakenly assumed that building it in the OpenMW construction set and then simply changing the file suffix to "esp" would allow it to work in MWSE, but I've quickly discovered that is definitely not the case.
I've gone through a lot of work essentially rebuilding a lot of the scripting and dialogue conditions to make it work in MWSE, but have ran into a particular issue.
So ingame I have a note pinned to a doorway with an attached script that does 2 things: first it checks for the player's quest progress and updates the journal based on the check result, and second it also updates a Global variable once the player takes the note off the door (and as such puts it in their inventory). It works exactly as I want it to in OpenMW, but gets completely stuck in MWSE. The script is as follows:
Begin R_HouseLab_propertyNote
short doOnce
short doOnce2
short OnPCAdd
if ( OnActivate == 1 )
if ( doOnce == 1 )
Activate
elseif ( doOnce == 0 )
if ( GetJournalIndex "R_HouseLab_TheAshpileMatter" == 10 )
Journal "R_HouseLab_TheAshpileMatter" 80
AddTopic "Legion corpse"
set doOnce to 1
Activate
elseif ( GetJournalIndex "R_HouseLab_TheAshpileMatter" == 30 )
Journal "R_HouseLab_TheAshpileMatter" 40
AddTopic "Legion corpse"
set doOnce to 1
Activate
elseif ( GetJournalIndex "R_HouseLab_TheAshpileMatter" == 60 )
Journal "R_HouseLab_TheAshpileMatter" 70
AddTopic "Legion corpse"
set doOnce to 1
Activate
else
Activate
endif
endif
endif
if ( OnPCAdd == 1 )
if ( doOnce2 == 0 )
set R_HouseLab_noteTaken to 1
set doOnce2 to 1
elseif ( doOnce2 == 1 )
return
endif
endif
End R_HouseLab_propertyNote
What ends up happening is you can open and close the note just fine, but selecting the "Take" button makes the Take button disappear while the note stays open, and hitting Close at that point closes it but locks your movement as if the note was still open (and the only way to break free is to right click). I haven't the foggiest clue why it's doing this or how to fix it.
If my description of the issue isn't enough, you can get the mod here if you want to test the issue hands-on.
Now arguably I could just flag the mod as "openMW only" but I'd really like to include MWSE players too.
I wanted to remove Westly Master Head Pack X (https://www.nexusmods.com/morrowind/mods/47605), but when I disable the plugin or remove the mod and then start the game, some npcs (for example Mehra Milo) don't have heads. I have the Original Faces esp disabled, and the Head Pack one is the one I want to remove. I'm using OpenMw if it matters.
A mod came out recently called sky crystals or something and I thought it’d be some cool giant purple/blue crystals in the sky. It isn’t, but that idea is stuck in my head now. Not sure where they’d best fit (maybe Ascadian isles?) but would love to see this made if a kind modder is interested in the idea
I recently transferred from console to PC and I'm entirely new to modding. I downloaded OpenMW, Enhanced Textures, Morrowind Rebirth and Lore Friendly Better Bodies. I started a quick playthrough after installing OpenMW and the texture mod to see if it worked and everything looked good. I deleted all save files and installed Morrowind Rebirth and Lore Friendly Bodies. When I started a character to see if everything installed right everything seemed to have transferred correctly, but then I noticed there were two of almost every character in Seyda Neen. There were two lighthouses and a double of a lot of items in the census and excise office. It seems like there are vanilla structures and textures with mod overlays glitching through. I am unsure where to go from here. I thought about uninstalling everything and starting from scratch but I figured I would ask the community first. Any help would be appreciated.
Here's the mod list running on OpenMW
Morrowind Enhanced Textures 6.1-46221-6-1-1698010415.zip
Morrowind Code Patch-19510-2-4.7z
Morrowind Rebirth
so it's been a bit but i'm looking for a specific mod that I had downloaded some time ago.
it basically made cliff racers in game neutral with the option of leaving blighted and diseased racers hostile on sight. sadly I have not been able to find this recently and was wondering if anyone would know where to look for something similar if this mod is truly no longer in existence.
Hi all,
I want to replay Morrowind. I have Steam edition if it matters for modding purposes.
Primarily, I want to do a deep replay of core game and expansions as last time I played it was around 20 years ago. But I also want to put in some mods and I'm not sure how to proceed.
At this stage, I have clean installation and nothing more.
Here is what I would like to do:
Some graphics improvements, textures, meshes etc. Which mod would you recommend?
Some of the large area mods - Tamriel Rebuilt, Skyrim and Cyrodill. Do I need anything besides MSE?
Some lore friendly guilds, quests etc - could you recommend anything?
I definitely do not want any companion mods.
Some lore friendly items would also be welcome.
Last thing - I heard about OpenMW and checked its website, but it is still not clear to me what it does and how to go about it?
Hey everyone,
I stumbled upon Uvirith's Legacy and ROTH already in my Telvanni playthrough, and I was wondering if I can try adding these mods mid-game to my current playthrough. I have not yet became a mouth for Aryon, and ROTH seems to deal with more late-game Telvanni quests, but I am still not sure if it can be done. From what I understand it's generally not a good practice to add mods mid-game. Could anyone please share their experience and perspective on this?
Thanks everyone in advance.