Short answer: Yes, install it. Long answer: OpenMW is a reimplementation of the Morrowind engine. While not quite feature complete (it's very close, though, and fully playable in its current state), it does fix a lot of bugs. Any errors in the programming of the Morrowind engine are a nonissue here, and as such something like the Morrowind Code Patcher is unnecessary. However, in addition to bugs in the original game engine, Morrowind also has bugs in the game files.
These are things like poorly written scripts, misplaced objects, incorrect item/spell stats, et cetera. These are not problems with the engine itself, and as such they are not fixed by OpenMW. These are errors in the game files themselves, which OpenMW will faithfully read and recreate, as it's supposed to.
Unoffical Morrowind Patch (BTB's edited version) Correct Meshes Poorly Placed objects fix Texture Fix - Texture Fix Bloodmoon Cave Texture Fix. And process to installing and using these mods and as it stands there is a base mod to all of these which is Better Bodies. Its reconmended that this is installed before anything else.
The errors can only be fixed by editing the ESM/ESP files, or by supplying a mod that overwrites the erroneous data with correct data. This is what the Unofficial Patch does.
Therefore, yes, you need to install it if you want to fix these errors. Not sure about where to get the latest version.
Poked around the Google a bit but I couldn't find anything definite. Alright, besides the Morrowind Patch Project, what else should I get? Here is also my modlist. The only issue with GCD is that your attributes will max out at 95 (not sure about skills).
Since the game hard caps your natural attributes at 100, GCD is supposed to bypass this by only raising your 'natural' attributes to 95, and then using Fortify effects to simulate attributes higher than 95. For some reason, though, it doesn't seem to work. I'm not sure if this is an issue with OpenMW (in which case it's probably a scripting error that OpenMW's stricter standards doesn't allow), or if doesn't work in vanilla Morrowind, either. I seems to remember years and years ago playing with GCD (on vanilla MW) and it working as intended, so maybe it just broke during an update. If you're okay with having your attributes max out at 95, then you should be fine (I think).
If you want to test it out, the fasted way would probably be to get some alchemy supplies, use the console to give yourself a crapload of ingredients, and then go to town making potions. Your Alchemy skill should shoot up really fast, and you can see if your skills will increase beyond 100. If you want to check if your attributes will go above 95, I'd suggest using the console to give yourself a lot of gold and then training your other skills to be really high. For me, I've about given up on finding a good natural grow mod that works properly.
I intend to make my own mod once OpenMW starts dehardcoding gameplay elements and/or improves scripting. I'm not too keen on trying to figure out how to jump through all the hoops to make it work on vanilla MW.
(MWSE) is required by certain mods. Although is included within Morrowind Graphics Extender (see above).
If you opt for the standalone version for some reason, make sure you get the latest version from SourceForge. You may want to use the to install mods, from now on. It will save hours of fuss and error, although it can be quite dumb at times (extracting.exe files as if they were mods). But it only works with.RAR and.ZIP files. Mods also come packaged/compressed in.ACE and formats, which you will need to know how to open.
Now you will need to gather a very fat folder of major graphics mods and unofficial patches, most of which are linked below The Major Unofficial Patches (install in this order):- and. If you use this, then you won’t need ‘Text Patch for Morrowind with Tribunal & Bloodmoon’ in stage 11 of this guide.
You will also be able to use the excellent mod, enabling speech audio that shipped with the Tribunal expansion but which was not heard). (also needed for the major Tamriel Rebuilt mod, so make sure you check the Tamriel Rebuilt maps box when installing). Unzip it into the Morrowind folder, and install from there. It will directly patch the Morrowind.exe file. Remember to scroll down and tick the bottom box, when installing the Unofficial Morrowind code patch. It’s NOT ticked by default. Test that the game still launches, after installing each of these.
While the game is launched — now would be a good time to set your sliders for in-game difficulty settings, keyboard key-bindings, the balance of sound fx and music, footsteps, etc. Don’t mess with the in-game settings for “video”, as all that is now handled by the Morrowind Graphics Extender. (There is also an experimental. Not tested by me, so use at your own risk “It works by disassembling Morrowind, searching for vector calculations and recoding them to use to use instructions instead of the FPU.” Apparently it may only give you a boost if you run on an Intel CPU?). Obtain and add the major landscape textures packs (and install in this order):- (info, but Filefront link to mvp30rc1.rar is dead — or direct download ). Massive hi-res texture pack that incorporates/combines the old, and. (TextureFix18.7z and TextureFixBloodmoon11.7z — but don’t bother with TextureFixTRv12.7z as it’s for Tamriel Rebuilt and seems to cause conflicts with your more up-to-date version of TR).
Fixes thousands of seams that become more visible when using better textures. You really want this. Now test that your outdoors frame rate is still acceptable at your chosen resolution. I run fine at 1920 x 1200px widescreen. Obtain and add major new lands and places:-: Map 1: Telvannis.: Map 2: Antediluvian Secrets.: Map 3: Sacred East. (Includes Maps 1 & 2: “Sacred East includes an updated version of Telvannis & Antediluvian Secrets, as well as TRData – the data files required to play our content!”) at Seyda Neen. (high-quality, adds a large new territory) and.
This will also add some possibly-unwanted loading screens. To restore the game’s default loading screens, simply delete the new Silgrad Tower screens from C:/Morrowind/Data Files/Splash using the free or the — either of these enables viewing of.tga graphics thumbnails in Windows Explorer. (After installing these you may see that you can start a new character as one of the Water Seraph race. For this to work you will need the mod.) You may also want to look at (high-quality, adds a large new territory) and, although it seems to prefer running on a powerful PC.
Now is a good time to learn about double-clicking to load mods in the game’s launcher, and working out which mods actually need to be loaded and which are actually conflicting ‘variants’ of the same mod. Also, study each mod’s structure inside its.zip file, to understand how the textures, icons,.esp files etc should be placed into Morrowind’s Data Files directory.
Refine the graphics, text, models, and sounds:- All of these have been tested together, and with the items in previous steps. Be aware that many mods package themselves in several different versions: one for Morrowind alone, one for people with Tribunal and Morrowind, one for those who have the GOTY edition. There are also sometimes versions for Tamriel. Some mods have ‘lite’ versions alongside the full version. So if you’ve just dumped the mod.zip into the data directory, sorting out which version you want can take quite some time. Such ‘double mods loaded’ conflicts are the likely cause of many game crashes. If there are multiple versions of a mod inside a zip file, it’s best to select only the version you know you need – and copy it manually to the Data Files directory.
Or carefully weed out the variant mods from your Data Files directory after installing each batch of mods. Heads and bodies: + + neck fix (included). Better Clothes does not replace the robes — for better robes, add. Weapons:, simply using sharpened textures.
Should not conflict with levelling mods. Replaces the textures of various common monsters such as the Nix Hound, with better (sharper/clearer) versions.
A daytime higher-resolution texture replacer, very similar to the originals. It doesn’t touch Morrowind’s lovely stars or moons. If you also have a copy of Oblivion installed, you may want to experiment with.
A Windows.bat file finds and converts the Oblivion sky textures, and places them into your Morrowind directory. But the.bat file doesn’t seem to work on Vista, for me. Sundry items:. Makes plates, bowls, baskets, crates etc look so much better. And (they don’t conflict) Daleth’s (plus Book Jackets for and ) Trees and grass: and adds incredible SpeedTree-like forests, where they should be in the game, and nowhere else.
Vality’s adds excellent Oblivion-style grass. And with no noticable frame-rate hit. OR, an advanced animated alternative to Vality’s Grass (see above). However as with all MGE-dependent stuff it’s rather tricky to set up, and runs only when you enable the Distant Lands function of the Morrowind Graphics Extender — so I’d be very reluctant to recommend it to those who are new to applying mods to Morrowind.
This is really only for advanced users only — those who know how to generate Distant Lands from the proper.esp files, and can then dial down their MGE Distant Lands view to a sensible 1 or 2 cells. Text and dialogue:.
Fixes thousands of typing errors in the dialogue and books. (Not required if you use ). Will very usefully limit the number of spoken greetings you hear from NPCs. This can add greatly to immersion in the game. Removes generic heard-it-all-before dialogue, through complex scripting. Population: and.
You might want to get the “Lite” version of MCA, if you have frame-rate problems. Puts NPCs on a schedule, they lock their doors at night. And much more. A major mod., with Bloodmoon expansion mod. People’s windows glow at night, flicker with candlelight. Comes with two additional mods that serve as Tribunal and Bloodmoon addons to the Atmospheric Sound Effects mod (see below).
Requires simple.ini file tweaking (use Notepad, and don’t forget to backup first). Ecology: Sabregirl’s. Also causes healthy wild animals to be far less aggressive — stops constant cliff-racer attacks! Diseased and injured animals still attack. Adds beautifully-animated birds and flying creatures. Consider also adding for coastal birds. They don’t conflict.
Adds new beautifully-animated water creatures in and around bodies of water. (If it causes errors, you may need to also install the mod).
Important gameplay tweaks:. Increase walking speed by 10%. Also seems to increase the frame-rate on a fast modern PC, and generally makes for a far better experience. Water Life v1.18 (see above) comes with a Tempus Fugit ring (to be easily found in your inventory) which when worn allows you to set how much you want the game to slow down the passage of days (i.e.: to a more realistic level such as x2).
If for some reason you can’t run Water Life, then use the alternative — but this can only be used when you start a brand new game (i.e.: starting from scratch, getting off the ship). Adds 200 new sounds from 13,000 emission points. Some are controlled by weather effects and night/day cycles. Also works in Tribunal and Bloodmoon, but the main ACE mod must be selected for those to work. You will also need to manually edit morrowind.ini (use Notepad) from.
Weather Blight Ambient Loop Sound ID=Blight to Weather Blight Ambient Loop Sound ID=aseblight loop01 While you’re editing the.ini file, if you’re using a 2x time mod, you may also want to change: Hours Between Weather Changes=20 to Hours Between Weather Changes=4 Phew! You’ve now installed all of the above. Does everything work?
Load Morrowind and double-click on the mods you want to load at start-up. If it all works (praise Fargoth!), now would be a good time to archive your whole C:/Morrowind folder to a DVD-R or external hard-drive.
At the end of the install process described on this website I have more than 3.7Gb (!) in my Morrowind directory. Can be found and installed as you happen to notice parts of the game that are lacking. The Stilt Rider textures may look a little low-res now, for instance.
Or you may feel the Telvanni architecture needs a coat of paint. Now check your C:/Morrowind directory for mods that have dumped their stuff in the wrong directory, or been extracted as.exe files by the dumb Mod Manager.
Usually you find things like textures in the Data directory, and a duplicate Data directory within the Data directory Argh! A dumb mod has unloaded itself in the wrong place. You should not have a Data Files folder inside the main Data Files directory. If so, extract or move the files back to where they belong by hand. Test Morrowind again. You may just have to live with a few non-critical mod-related bugs on load, such as Changing the FOV: If you’re running Morrowind on a widescreen monitor, then you will probably want to change the “field-of-view” (FOV).
This is set by default to 75, which can cause some motion-sickness in some people, and was more suited to an old square-ish cathode-ray-tube monitor. You will want it at 90 or higher.
The best setting for a 1920 x 1200px widescreen monitor seems to be 100.389. If that seems a little too ‘fish-eye’ at the edges for you, then try 90 or 95.
How do you change FOV? Can help expand your FOV. Download it, load it, and switch to “expert mode”. Clear all the tick boxes on all the tabs. Now look in the Misc 2 tab, and set 16:9 ratio and 100.389. It’s tedious, but also clear all the n-patch tickboxes. You may then want to try setting Morrowind Process Priority to “High”, and activate the “Activate Run in combats” option.
FPS Optimizer then doesn’t seem to conflict with the Morrowind Graphics Extender (as I have the Extender set up, see above). Just have FPS Optimizer running when you start Morrowind, and it’ll do the FOV magic. When everything is playing fine, and you feel the game is settled and you’re not likely to add any more major mods, archive the entire C:/Morrowind directory again to a DVD-r. Enjoy your new Morrowind, now made fit to play in 2010!
Sharn gra-Muzgob in the ‘vanilla’ and ‘modded’ versions. Nesterj latest version. Now a better-looking NPC than Oblivion? Quite possibly.
He could have looked even better if I’d modded the robes when I took this screenshot. Travelling merchant on the road. Here you see Vality’s Oblivion-style speed-trees and grass at work. These are the additional mods I use. These are optional, unlike the mods and fixes above: WIDESCREEN:.
COMBAT TWEAKS: Major levelling / balancing mods: Levelling is a very personal choice in an RPG, and I leave the choice of levelling / balancing mods up to you and your taste in RPG play/character styles. COMBAT TWEAKS: Small enhancement mods: Ticking a certain box in the Morrowind Graphics Extender enables you to engage in combat in the style of the earlier The Elder Scrolls: Daggerfall, which some prefer.
For realism in areas around a combat, will cause non-combatants to run away when a fight breaks out near them. Will cause guards to come to your aid, if you are the subject of unprovoked attacks in towns. I cannot recommend ‘Pursuit Enhanced’ since it caused multiple crashes for me. If you fail to cast a spell, there’ll be a 20% chance of some unexpected effect instead.
A nice touch of realism. COMBAT TWEAKS: Archery: Archers have some choice mods such as and (better particle effects on enchanted arrows).
Will also let you ride a guar, and fire a bow and arrow at the same time. MAIN QUEST: Enhanced ending (!) & main-quest companion NPC: (Warning; Darknut’s has plot-spoilers in the description of his mod! Download it with your eyes shut!). This seriously expands and improves the final stages of the main quest, and adds audio dialogue. A very polished and well thought-out mod, tested by a squad of beta-testers.
You now need to be at Level 25 or above to tackle the latter stages of the main quest. You may want to have (again, this has plot-spoilers in the readme.txt) come along with you, one specifically designed to integrate with the main quest. NON-PLAYER CHARACTERS: More/less lively NPCs:, and will give you less boring non-player characters. Also highly recommended is meeting and their guars on the roads, and which causes transportation NPCs to hold torches or lanterns at night. Adds healers in temples, as suggested in the game’s official dialogue. Now you’ll never run out of quests, since this mod generates them on the fly, like The Elder Scrolls: Daggerfall. (Requires Morrowind Script Extender — which you already have if you’ve been following my instructions).
GRAPHICS TWEAKS: More hi-res / improved-but-similar textures and meshes packs: New! A work in progress, but maturing rapidly. Currently only for Bitter Coast, Azura’s Coast, and the Grazelands. No more blurry stone road-markers looking out of place among your hi-res textures. Similar to the originals, just higher-resolution. Beautiful carved woodwork in the houses of rich Imperial citizens.
Telvanni buildings are retextured. Very similar to the originals. Sharper-looking stilt-striders. You’ll be meeting a lot of these, so it’s best they look as good as they can while they chew your legs off. Hi-res, faithful to the originals.
Adds genuine glow-mapping for the luminous plants. Enhances the plain red pottery. Can be used with Connary’s which also replaces pewter, green glass, yellow glass, peach glass, mottled and bug design bowls – by adding AST’s Redware texture replacer textures after Connary’s.
Enhances the comberry plants. If you’re a mage, you’ll be seeing a lot of this bush, up-close. And., an add-on for use with the Better Bodies mod (which you have if you’ve been following this guide).
Better textures and 3D meshes for hammers, lockpicks, etc. Better 3D meshes on minor objects AND/OR.
Simple mesh replacer for a lot of clutter items. Just enhances the soulgems without doing any weird hippy-dippy stuff to them. Just adds clutter in otherwise empty places.
The above have been carefully selected. I can’t recommend the scroll replacer called ‘Scroll Upgrade’, which seems to be the only one available and which is old and has bugs. Nor can I recommend any of the many bedspreads / curtain / rugs / lantern / tapestries / inn-signs replacers, since I feel Bethesda did very well in this area. Coin and keys and ring retexture packs can also be found, but I find these items are too small to really notice much difference. GRAPHICS TWEAKS: Lighting: Getting the lighting is right is so important. Some people go crazy adding new fiendishly complex fan-made shader systems, “god-rays”, fake HDR/bloom etc.
I’m more cautious, and am still experimenting with lighting. At the moment I’m experimenting with / happy with using, using just the following mods from it TLM – Ambient Light + Fog Update TLM – Light Sources (Clearer Lighting) TLM – Light Sources (Lanterns) TLM – NPC Light Sources and a custom.ini file setting LightAttenuation UseConstant=1 ConstantValue=0.382 UseLinear=1 LinearMethod=1 LinearValue=1 LinearRadiusMult=1 UseQuadratic=1 QuadraticMethod=2 QuadraticValue=2.619 QuadraticRadiusMult=1 This gives darker nights, and more atmospheric interior lighting.
These TLM Modular mods work very well with the light mods you’ve already installed above, which were and. I am also experimenting with and the patch mod for it (the ‘TLM – AdjMod – Spuzzum’s Interior Daylight.esp’) from the pack. PLACES: Solstheim (the island in Bloodmoon) tweaks:. Just adds some friendly wanderers, whereas before they were all hostile.
Adds variation, and the need for caution unless you want a price on your head. Sol-Weather Tweak for Bloodmoon (in by ManaUser).
Makes southern Solstheim get snow now and then. PLACES: Sedya Neen (the small port you first arrive at) tweaks:. Adds a proper small docks area to Sedya Neen, thus justifying the customs house and the guards. Does not conflict with. Also boosts the impact of the opening scenes in Sedya Neen, by adding stormy weather and other prisoners in the ship. Lots of NPCs can reduce your FPS, of course — don’t try it on an underpowered PC.
PLACES: Mournhold (the city in Tribunal) tweaks:. Now it really is a Great Bazaar.
(adds a new section of Mournhold). PLACES: Vivec (the large city in Morrowind) tweaks:. Just gives each Vivec canton sign its own colour, to make the city more navigable. Replaces the textures and meshes for one of the main characters you’ll eventually meet in Vivec.
Minor plot-spoilers in the description and screenshots. Other very minor mods: adds a new playable race (I have this simply because another mod, I think it was Water Life, required it). Just adds a cool creaking sound to skeletons. Beautiful new roaring fireplaces. Clocks and watches in the game. Adds a small waterfall next to the bridge on the road north from Balmora.
You don’t get immediate access to all books, of course. Vanished from the web at July 2010, still missing May 2012: Connary’s Bull Netch (Bull Netch.7z) and Betty Netch (Betty Netch Retex (blue).7z) retextures. And Connary’s Cobwebs. About the official plugins: At least one of Bethesda’s, Master Index quest, conflicts badly with the lovely Barabus’ Orcs mod. Barabus spent a lot of time getting fabulous Orc faces and creating new faces for key main-quest Orc characters such as Sharn gra-Muzgob. Bethesda’s Master Index quest removes these new Orc faces, and adds rather scrappy hair.
I strongly suggest you install the four official downloadable quest mods ( Firemoth, Adamantium, Master Index, and Helm of Tohan) only after you’ve finished the main quests. And will supply you with most of what you need. Be aware that there may be a more up-to-date version of the mod on the author’s home-page. You may also be interested in my and my new guide to.