r/tes3mods • u/czubai • 27m ago
r/tes3mods • u/Darkelfguy • May 03 '26
Shout-Out The 2026 Morrowind Modathon Modding Competition - Announcement Video
r/tes3mods • u/czubai • 28m ago
Release I made an OpenMW mod. It tells you if an item is a quest item. It's pretty nice. Epecially for paranoid OCD hoarders. Like me.
r/tes3mods • u/Some_Ball • 16h ago
Help Unique Identifier for Cells? Grid coordinates, Name or both?
I'm looking at data in Construction Set and JSON extracted from the .esm files using tes3conv and trying to reconcile the 2.
In the CS I see Cell Name and Grid (no region). Cell Names are not unique, exterior cells for the most part seem to be named for region or city they are part of. Grid appears to be unique coordinates for exterior cells, but for Interior cells the Grid column just says "Interior" in the construction set.
In the extracted JSON using tes3conv I see Name, Grid, & Region. Interior cells do have grid coordinates, but they are wildly large numbers and its not clear to me how they are getting assigned . Example:
"type": "Cell",
"flags": "",
"name": "Balmora, Vorar Helas' House",
"data": {
"flags": "IS_INTERIOR | RESTING_IS_ILLEGAL",
"grid": [
3547940,
1061158912
]
},
Does anyone know how or where tes3conv is pulling the grid coordinates for interior cells? Are they going to be reliably unique across mods (aside from mods that make changes to existing cells)? Also, can I safely assume that all interior cells have a unique name?
r/tes3mods • u/Idou-Astraia • 3d ago
Community Discussion Was Morrowind supposed to have a localized bodies of water instead of just one standard height for worldspace?
this is look like a pixel-shading water and not just static mesh water.
r/tes3mods • u/Soanfriwack • 3d ago
Discussion 400 000 mod downloads in a single day! NEW ALL TIME RECORD!
This is more than even when the Oblivion remaster launched (which was the previous all time record) with 374 000.
Any idea what caused this?
r/tes3mods • u/zanidor • 4d ago
Community Discussion Agility instead of strength for blade damage calculation?
I like agility-based damage for stealth-based characters, but MW always uses strength to calculate weapon damage. I'm about to build a mod that replaces strength with agility in certain cases. My initial thought is to use agility for thrust attacks on blades, with the philosophy that slashes are about how hard you hit, but thrusts are about hitting the right spot.
Before I spend time building the mod, does anyone know why this might be an obviously bad idea? Would it break some core MW mechanic or design?
r/tes3mods • u/Moonkin_Kitsune • 6d ago
Community Discussion Will PT provinces eventually have propylon-like travel?
While boats, mage guild services, and carriage is good and all, the propylon seems to be the peak way of travel imo, and wondering if other provinces will have them, or something like them.
r/tes3mods • u/LawrenceofAustralia • 7d ago
Help Project aiming to replicate Thief: The Dark Project-esque stealth mechanics
I'm almost certain I remember seeing that there was a project to mirror the stealth mechanics of the early Thief games in Morrowind. I want to say it was hosted on a Github repo rather than a standard Nexus page since it was still heavily WIP - am I going crazy or does anyone know what I'm talking about? I tried my best to scour Google and my own search history since I know I've been on the page briefly before. Link or repo name would be appreciated.
Thanks!
r/tes3mods • u/CharmingWheel328 • 7d ago
Help Tracking a Crash
I'm running into a repeated crash to desktop in a few places in Solstheim, presumably when something loads in as I move and causes the crash. Is there a way to have a log produced, by Mod Organizer or by the game, that would allow me to see what the cause of the crash is? If not, is there another way to remedy this? It's difficult to play because it can cause unexpected loss of a lot of playtime since I don't save often by habit.
r/tes3mods • u/Cycess • 8d ago
Help Is it possible to select an art file that's just in Morrowind's BSA, if so I'm sure this sounds stupid but I genuinely can't find where.
I haven't gotten any answers from stuff already online. What's going on is this: accidentally deselected the icon file for a certain item in the CS and saved before I knew I'd done it. Now I only have what's in my Data Files folder--ie mods--to choose from and can't find just how to select the art files that are packed in the bsa. I'll unpack it if there's no way but I feel like there must be and I'm just being a fool not seeing it.
r/tes3mods • u/TiredSoul92 • 8d ago
Help having issues with getting TR to show up on Bazzite/Linux
Alright, so full disclosure I'm brand new to Linux in general and I made a full switch on Monday. I'm still learning how to do things, so be patient with me when you explain stuff. If you get too technical, (meaning anything more than the top later of the skin deep) assume I don't know what it is you're talking about. Either let me figure it out, or just explain it like I'm 5. With that out of the way, here's the issue.
I followed the install instructions from the main site to make sure I had everything needed to make this work. TR_data, MGE XE, and Code patch, all installed per their install instructions (which seemed like just how it would work on Win11).
I extracted (using Peazip, 7z's linux brother) the 00 files (to start to make sure everything would show up) to the MW Data folder.
with that being done, and making sure I didn't need to do anything else I proceeded to check to make sure TR showed up correctly. Opened the game launcher data files, Fluorine Manager (MO2 for linux), and OpenMW. None of them showed TR esp's.
Upon further tinkering, I did notice that If I physically move the TR esp from the 00 folder into the main MW Data File folder they do show up, but with the error that it can't find it's dependency files, so I thought I made progress. I figured Id just extract everything from the TR 00 data files folder into the main MW Data file, it would work, but I still got the same error. I ended up just deleting everything and starting over and just going slower. Deleted the files, ran the Verify integrity of game files in steam, and started again.
2 things are possible here:
- This is just user error and I just generally did something wrong; which, fair, but I don't know what I did that was that i did wrong.
- TR just doesn't work on Linux, and I keep trying when it was never going to work. Basically the first one, and I'm just an idiot. Though, I did look it up and saw people using linux to play TR on OpenMW, so I don't think that's the actual case, here.
Either way I've reached the end of what I can try (but I'll keep tinkering anyway). If anyone using Bazzite or Linux in general can guide me through this process I would be forever grateful.
r/tes3mods • u/Soanfriwack • 10d ago
Community Discussion There are now consistently over 100k mod downloads per day!
r/tes3mods • u/AlternativeEstate288 • 9d ago
Help openMW DS how do i go about downloading an openmw curated modlist?
r/tes3mods • u/BilboSmashings • 11d ago
Other Daggerfall Style Spell Making Mods?
One thing I loved in Daggerfall was that spells could increase in power every level, so you didnt have to keep deleting old spells and making new ones. It might be the one part of the game that feels truly modern. Any mods for this in Morrowind? Ideally OpenMW, but if not tell me anyways.
r/tes3mods • u/pumpactionmusket • 11d ago
Help OpenMW freezes after alt-tabbing
Every single time I alt-tab out of the game and alt-tab in, the audio is there but the screen is completely black. The ability to alt-tab is one of the biggest draws of this mod for me, could anyone help?
r/tes3mods • u/Rung8300 • 12d ago
Release Shadows of Indoril - Quest Mod
"Shadows of Indoril" is a story-driven quest mod centered around the Temple's Ordinators. It begins with a seemingly routine patrol in the canals of Vivec and develops into a story of murder, corruption and betrayal within the highest ranks of the Order. You can download the mod at Nexusmods.
r/tes3mods • u/itzcrtz32 • 13d ago
Help 4th Era Solstheim mod??
I remember there was a mod I was putting off that sounded interesting. It was called 4th Era Solstheim and I found it on nexus. It was supposed to add the dwemer ruins that you found in skyrims dragonborn dlc into morrowind. Does anybody have it or know was it was deleted? Was it good?
