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Musical_Daredevil
Dec 23, 2008

Need some backup NOW!
Part 3 of the thread started by Jinnigan and continued by Etherwind.

Twenty years later, The Elder Scrolls 3: Morrowind continues to maintain a massive community, supported by an incredible network of modders. From shader packs to fortresses, you can find a mod for just about anything, and there’s even a chance the modder is still active online. Morrowind modding has experienced something of a renaissance over the past couple of years thanks to lua scripting and even some machine learning.




(By Ofecks, Meyers-Briggs Testicle, Cream-of-Plenty, KryonikMessiah, and Mr. Crow)

However, with two different installation methods, several different complete graphics overhauls, numerous texture packs, thousands of mods, and an engine that was buggy even back in 2002, getting Morrowind up to date can be a somewhat intimidating experience. This thread aims to help you get Morrowind up and running and looking pretty with (hopefully) as little pain as possible.


Basic Installation
Before you begin:
You will want to move your Morrowind installation out of Program Files or Program Files (x86), and set both Morrowind.exe and Morrowind Launcher.exe to "Run as Administrator." Creating a C:/Morrowind folder (with full control permissions) is the recommended option. DO NOT leave Morrowind in Program Files, otherwise, things won't work and crash constantly and we won't be able to solve your problems and things will get really ugly. I'm DEAD serious, you have no idea how many problems are created just by installing into Program Files without activating admin rights.

You can turn on admin rights by right-clicking on the exe file, selecting Properties, going to the Compatability tab, and checking "Run this program as an Administrator."

Steam users can follow these instructions to move Morrowind to a different folder.

Instructions for Steam installation:
Follow these instructions to the letter or we will laugh at you when you ask for help.
0. Buy and download the game
1. Move your Morrowind folder out of Program Files per these instructions.
2. Open Steam, go to Settings, go to the In-Game tab, and uncheck the "Enable the Steam Overlay while in-game" box.
3. Start Morrowind once, change some graphical settings, then quit (in order to generate some registry files required for certain mods).

Instructions for GOG and CD installation:
1. Install Morrowind, Tribunal, and Bloodmoon in that order. You will need the expansions as many mods require the extended script functions.
2. Install the latest Bloodmoon patch
3. Start Morrowind once, change some graphical settings, then quit (in order to generate some registry files required for certain mods).


Big list of Megapacks, Mods and Extras
Essential Mods and Utilities
(If you're looking for the basics, start with these)
Mod Organizer 2 (Note: you will also want to turn on Admin privileges for this)
MGE-XE (includes MWSE)
Morrowind Code Patch
Morrowind Optimization Patch
Patch for Purists
Expansion Delay
Morrowind Enhanced Textures
Morrowind Script Extender (Note: also comes with MGE-XE above)
MwSE Nightly BuildRequired for some mods below. Check the descriptions on the mod page. Note that this is still in development.
Morrowind Music System Extended (MUSE)
You can download a.zip compilation containing some of these (plus a few other mods) by Upmarket Mango here:https://drive.google.com/file/d/1_5h61Jf5cVtvzU97-OmAuPAl0KtbgS1c/view?usp=sharing%22

Major Overhauls and Modpacks:
OpenMW 0.48.0
An open source implementation of Morrowind, with an eye towards fixing many of the issues in the base game and making it more open to modding. This version is not quite fully featured yet but has enough of the original game to be considered playable. Bug reports and feature requests can be submitted via the website. Do note that you must own the base game and .esm files in order to use OpenMW.

Since OpenMW uses a different executable and engine than the base game, modding for it is slightly different and some mods/utilities may not work at all. Hannibal wrote a guide to modding OpenMW which you can find here.

Morrowind++
A fairly thorough setup guide which includes quite a few optimizations, walkthroughs for some of the addons in the essential section, and a decent starting modlist. Note that while the Requirements section railroads you into choosing the GOG.com version, the rest of the guide works just fine with Steam (or CD) as long as you follow the Steam directions above.

The STEP Guide: Morrowind
A very in-depth optimization and mod guide by the creators of the well-known STEP project. You don't need to follow all of the instructions and links in this guide (unlike some other STEP guides), but should definitely pay attention to section 1 as well as section 3 (once you're done choosing your mods from section 2 and this list).

The Chocolate Pack

Malsgrein posted:


In 2010, I set out to compile a number of the best Morrowind mods–mods that added to or enhanced the world without breaking its immersion or original style. I compiled the mods into a packaged I called ‘Oggumogoggum’s Morrowind Mod Compilation’, and I released it on the Something Awful Forums.

Chocolate Pack is the continuation of that effort, incorporating more changes and updates to the mods included in the pack. This pack compiles the best of twelve years of Morrowind modding.


Tamriel Rebuilt
A massive effort by a team within the modding community, Tamriel Rebuilt aims to recreate mainland Morrowind as faithfully to lore and vision of the game as possible. The pack will eventually include its own main quest (separate from the vanilla main quest), side quests, cities/towns, and much more. The team estimates the province to be roughly half complete, with the other half containing placeholder assets. Our very own Atrayonis and Meyers-Briggs Testicle are very active in the project and periodically posts updates or answers questions regarding the current progress and future plans.

Main Website:https://www.tamriel-rebuilt.org/

Installation Guide:
https://www.youtube.com/watch?v=TvKoRflsg4Q

Main Download: Main mirror Mirror 1
Tamriel Data (required): Main mirror Mirror 1 (standard resolution) Mirror 2 (high resolution)

Tamriel Rebuilt mods and addons
Note:Some of these mods may be out-of-date due to the switch to Tamriel Data. Make sure you downloaded the file patcher along with the Tamriel_Data files.
Music Addon pack
Dummy Maps: A compatability mod for other mods to work with the Sacred East release.
Graphic Herbalism Addon - by Atrayonis: An addon for Graphic Herbalism which extends Oblivion/Skyrim-style plant harvesting to flora added by TR
Tamriel Rebuilt Groundcover: Adds grass to the Tamriel Rebuilt landmass.
Starfire Over Telvannis: Places NPCs from Starfire's NPC Additions into cities and towns.
Secret Bridge: A secret bridge, hiding in plain sight, from Tel Mora to Firewatch.
Chargen Revamped - Expanded Lands: An alternative start mod. Don't like the Imperial prisoner canon? Now you can be something else instead!
Talos Cult Revised: Revamps the Talos Cult shrine in Gnisis with TR assets.
House Mods:
Goon-Made Mods:
Tribunal Rebalance and Bloodmoon Rebalance - by Mortimer: Modifies the stats of creatures and NPCs so it's more viable to fight them at the level you typically finish the vanilla main quest, rather than getting instakilled the moment you enter the Mournhold sewers or Hirstaang Forest.
Uvirith's Legacy - by Stuporstar and others: A must-have mod for House Telvanni which greatly improves the Stronghold to include more rooms, NPC's, a new travel system, quests, and more.
Properly Smoothed Meshes - by Stuporstar: Replaces many of the misc meshes in the vanilla game, but unlike many other replacers this one uses modeling best practices
Graphic Herbalism - by Stuporstar and others. Oblivion/Skyrim-style looting of plants, where the plant disappears when you harvest it and 'grows back' over time. Note: Requires MWSE.
The Tea Mod - by Stuporstar: Why worry about all that prophecy stuff when you can sit down with a nice cuppa? This mod adds over 30 teas and 6 coffees to the game, plus tons of tea-related content.
Get Fezzed - by Stuporstar: Spread the joys of fez wearing to all inhabitants of Morrowind! Includes Shrinkwand, a wand which makes things smaller, teensy, wee, or even "frappe."
Books of Vvardenfell - by Stuporstar: Adds 50 lore-friendly guides and other books to the game written mostly by actual NPCs.
Propylons - by Stuporstar and others: Modifies the Master Index official plugin so you can teleport to Caldera from anywhere
Blank Chargen - by Stuporstar: Completely "wipes out" the character generation sequence, giving you the freedom to start your character however you'd like, without having the main quest forced on you.
Quickloot - by Meyers-Briggs Testicle: Quickly remove items from containers without a need to bring up the whole inventory screen.
Wolverine Hall Overhaul - by Meyers-Briggs Testicle: Puts the guilds in separate, larger buildings in the keep, adds a jail and barracks.
Wandering Umbra - by Meyers-Briggs Testicle: Randomizes the location of Umbra (once per new character) to one of 10 different locations.
One of a Kind - Daedric Weapons - by Meyers-Briggs Testicle: There is now only one copy of each daedric weapon in the game. Edits leveled lists/spawns and changes the reward for finding Vassir-Didanat mine to an ebony weapon.
The Morrowind Randomizer - by Meyers-Briggs Testicle: Randomizes the location of 49 legendary items in the game. They can be in chests, on NPCs, or in the wild, including some new locations. NOTE: Not compatible with One of a Kind - Daedric Weapons
Beware the Sixth House - by Meyers-Briggs Testicle: Rebalances Sixth House content and monsters to make them more challenging
Vivec Waistworks Expansion - by FlocksOfMice: Improves the bland waistworks sections of Vivec by adding more shops, restaurants, and other things. It is largely compatible with other Vivec mods.
More Deadly Morrowind Denizens - by FlocksOfMice: adds spells, enchantments, and items to 230+ NPCs in the game to make them much more difficult.
Better Heads (Pluginless) - by The Furious Pirate: A version of Better Heads which doesn't require a plugin to work. You just unpack the files to your Morrowind directory and you're good to go.
Hall of Heroes (Expanded) - by Naky: An old (first) house mod. Naky welcomes any improvements to it.
Spell Renamer - by Inverness: Adds the school and relative cost of each spell to the beginning of its name, allowing for easier sorting. Add the .py file to the Mopy folder to install, then double-click it to run.
Museum House - by Musical_Daredevil: A small house in Balmora meant for showing off all your loot. It features changeable display racks and pedestals for different sizes of items.
Deadly Combat Exhaustion - by Proletarian Mango: When the player or other actor's stamina drops below 1, hits on them will land every time.


Recommended Mods:
Special Thanks to Meyers-Briggs Testicle for providing many of these recommendations.
Note: DO NOT use Morrowind enhanced. It's incredibly buggy and can cause in-game crashes.

Additional Content:
Morrowind Comes Alive: A somewhat [in]famous megapack which places over a thousand unique NPCs around the world.
Morrowind Rebirth: Another megapack which adds more NPCs, towns, armor, and other things with the goal of making Morrowind seem less empty.
Starfire's NPC Additions: Randomly generates NPCs in settlements and the wilderness in order to add more people to the game.
Passive Healthy Wildlife: Makes non-diseased creatures more passive so they won't attack unless provoked.
The Farmer Mod Start your own farming business by purchasing fields and farmhands to grow your small plot of land into a large plantation.
Morrowind Abodes: A collection of six house mods, each mod placing a house in a different city (including Ald-Ruhn, Balmora, and Vivec).
The Guar Whisperer: Gives you the ability to tame Guar, breed them, use them as pack animals, and give them many different commands.

Utilities and Unofficial Patches
Morrowind Code Patch
Morrowind Optimization Patch
Anthology Solstheim: Moves Solstheim to where it is actually located on every official map. Warning: This mod is incompatible with pretty much any mod which alters the exterior of Solstheim.
Sophisticated Save System: Adds a highly customizable autosave system and modifies the vanilla quicksave and hard save systems.
Morrowind Music System Extended (MUSE): A system for more customization of music, allowing you to add your own tracks and determine the conditions for when they play.

Graphic Enhancements:
MGE-XE: A program which adds LOD, shadows, shaders, macros, and a ton of other features.
Morrowind Enhanced Textures: Increases the texture resolution by 4x, created via an upscaling algorithm. More details in the description
https://www.nexusmods.com/morrowind/mods/47469: An alternate version of Morrowind Enhanced Textures. Some people prefer this one instead.
Weapon Sheathing: Equipped weapons appear on your back.
UI ExpansionAdds several modern funtions to the UI, like searching and responsiveness
Better Dialogue Font - A higher-res version of Morrowind's font.
AOF's Waterfalls and AOF's Potions: Changes the textures for waterfalls and potions to much better ones.
Taddeus' "On the Rocks!" series: Replaces the meshes and textures of every rock and boulder in the game. Includes bump maps and AO.
Darknut's weapon textures and armor textures - Note: These link to the 1024 versions. There are also 512 versions available at Great House Fliggerty.
Darknut's creature textures for Morrowind, Tribunal, and Bloodmoon
Distant Lights: Modifies MGEXE so it renders lights in the distance (Note: Requires MGEXE, obviously)
SWG's Skies - A number of different Hi-Res skies
Vurt's Hi-res skies (Note: this is an addon for SWG's skies, not a standalone mod)
Better Books
Moonstar Crosshair
Glow in the Dahrk: Windows glow at night
Vvardenfell Visages- pluginless version by The Furious Pirate, based on the original by Telesphoros: A face and hair replacement mod which updates the original models and textures while staying true to the originals.
Creature VFX Restoration: Particle effects for monsters
Correct UV rocks: Corrects visible seams and other texture mapping issues on rocks that become more apparent with higher-res textures.

Gameplay Enhancements:
BTB's Game Improvements: A combination of several mods which change and rebalance many different game systems including birthsigns, races, alchemy, and spell effects. It makes the game much harder to break and provides a bit more of a challenge than vanilla Morrowind.
SUPER Adventurers 3: Rebalances leveling mechanics (i.e. skill gains and monsters) and adds a while bunch of additional content, including NPCs, weapons, armor, and clothing.
Run Faster: Does exactly what it says on the tin. Choose the file with the speed you want and enjoy the fact that it no longer takes you hours to go from one end of town to the other. It also modifies NPCs' speeds, which some people don't like.
Galsiah's Character Development (w/ fixes): Changes the leveling system so your attributes go up as your skills do, rather than choosing at level-up.
MADD Leveler: Does mostly the same thing as GCD with a few differences that some people prefer.
Linora's Leveling Mod: If you're like me and don't feel like messing around much with leveling, this mod is for you. All it does is give you x5 multipliers on level-up for any major or minor skill you raised by at least one point.
Multiple Teleport Marking Mod: Allows you to mark up to 12 different places and recall to any one of them via a pop-up menu.
Melian's Teleport Mod: Allows for an unlimited number of mark locations.
Fair Magicka Regen and Natural Healing: Regenerates magicka and health, based on several variables.
Speed and Stamina: Changes how stamina works and when it's drained, plus raises some movement-based things a bit.
Perfect Placement: Adds Oblivion/Skyrim-style object moving, except 100x better because it also has snapping.
Playable NPC Classes: Allows you to pick any of the formerly inaccessible NPC classes during CharGen.
Improved Followers: Makes escort missions less terrible by speeding up followers, having them forgive you if you accidentally hit them, and teleportation if you get too far away. Make sure you also download Guar Followers Fix to take care of a couple bugs with Rollie and Corky.
Next Generation Combat: Incorporates many mechanics of later Elder Scrolls Games, such as 100% chance to hit
Sexual Harassment Remover: Removes or alters dialogue and several quests throughout the game to remove sexual harassment. A full description of all changes is available in the mod description.[/url]
Expeditious Exit: Resolves crashes on exiting the game by forcing it to close even more.
Fix those bastard rope fences: Fixes the collision on rope fences so you don't get glued to them if you so much as brush up against them.
Delayed DB Attack: A simpler version of Expansion Delay above, which just removes the attacks.
Smart Companions: Allows you to give commands to companion NPCs, including looting and lockpicking/probing.

Quests:
Great House Dagoth: Adds the Sixth House as a playable house with both quests and ranks.
Rise of House Telvanni: Help House Telvanni rise to political dominance and forever alter Morrowind's political landscape. Be sure to also download Meyers-Briggs Testicle's fixes.
Twin Lamps: Ever wanted to do more with the abolition movement than just free a few Khajiits? This mod adds 15-20 new quests with branching paths and the possibility of ending slavery on Vvardenfel.
Morag Tong Polished: Modifies the Morag Tong questline by giving it a "much needed touch-up"

Mod managers:
Mod Organizer 2: A really popular mod organizer for many games (not just Morrowind.) It handles a lot of stuff for you and makes installing a ton of mods less work than it used to be.
Wrye Mash: Another widely used manager. It does practically everything, from sorting load orders to checking dependencies to even allowing you to change file dates.
MLOX and TES3Cmd: Highly recommended, MLOX allows you to sort your load order and check for conflicts between mods. TES3Cmd allows you to fix problems you find and clean mods via command line.
TESTool: A conflict checker which comes with a handy "just fix it" button if you want a less complicated (but less thorough) fix.
TESPCD: A more manual version of TESTool.
Nexus Mod Manager: Released by the Nexus sites, it allows you to sort, reorder, and check for updates to mods for Morrowind and any other Nexus games (including Skyrim and Fallout).

Note: Make sure to install Mash in your Morrowind Directory, or else it won't find anything even with the correct file paths.

Links to more mods
BTB's Morrowind Mod List: BTB created a website with a list of suggested mods and graphics replacers with full descriptions, instructions, links, and screenshots of each one.
Knotstheinane's Mod List: This blog also has a complete guide to getting Morrowind running, as well as numerous links to different mods.
Meyers-Briggs Testicle's Best Mods of 2019 list

Musical_Daredevil fucked around with this message at 02:13 on Aug 11, 2023

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Musical_Daredevil
Dec 23, 2008

Need some backup NOW!
FAQs and Common problems

Morrowind for Skyrim/Oblivion Players
At its core, Morrowind is an RPG. Your character is very dependent on its stats and what you pick during character generation can completely determine everything that happens afterwards for quite a while. While Oblivion and Skyrim gave you a 100% success rate for everything with only the magnitude affected by skill, all events in Morrowind can fail, as determined by a combination of a random number generator and your skills, with a chance to fail even at 99%. You will need to grind, train, and balance your character a lot more than the other games before you become a whirlwind of destruction.

Remember that despite many attempts to bring it up to date, this is still a game from 2002, before Radiant AI, shaders, voice acting in dialogue, and many other things which make Oblivion and Skyrim what they are.

  • Magic does not regenerate constantly. Your character will need to rest or drink a potion for it to come back. Several of the birthsigns at CharGen give magicka multipliers, which you will want to use if playing a purely or mostly magic character.
  • Combat is much more of a clickfest than later games. Weapons have a chance to hit or miss and spells can be cast or fail based on your skills. Early on, you may even die once or twice just because the RNG said so. Again, it will take some time before you become a whirlwind of death. Sadly, there are no mods which can fix this.
  • While characters in Skyrim are much more fluid and can do practically anything at low skill levels, characters in Morrowind tend to stick to skills based on the bonuses they gain at CharGen, until they gain enough money to train everything to 100 (which will eventually happen).
  • Starting with Oblivion, Bethesda liked to populate their games with as much stuff as possible, even out in the wilderness. Vvardenfell is much more desolate and uninhabited, with long travel distances between civilization and quest goals.
  • Speaking of travel distances, there is no fast travel via map. While many other fast travel options do exist, each one of them goes to only a few limited locations and you may still need to travel quite a distance afterwards to get to where you need to go. Here is a complete guide to fast travel on Vvardenfell
  • There is no magical compass. You'll have to find your quest objectives on your own and NPC directions are often pretty vague. The UESP made a map of absolutely everything in Morrowind, which you can use if you get lost.
  • Going out into the wilderness is just as perilous as the other games. If you find a mod to deal with Cliff Racers (there's quite a few if you look), outdoor travel will get a lot less difficult. Dungeons are a bit of a gamble, as there can be anything from a few rats to atronachs inside.
  • NPCs do a lot less in Morrowind, almost nothing really. All they do is travel on a pre-arranged grid of nodes within the cell they're placed in. Dialogue is not voiced and is instead given through dialogue boxes, which give a lot more information more quickly. NPCs never go to bed or lock their doors, so if you want to go shopping at 4 in the morning, no problem.
  • There is no such thing as trespassing. There are only hostile NPCs. If they strike first (or if no one else sees you), there's no bounty.
  • There's no physics system. Once objects are placed in the world, they stay in place, even if you remove the object under them. NPCs won't pick things up either.
  • Component pieces of armor can be equipped and unequipped individually. As you find loot, you could end up with a bonemold cuirass, a glass left pauldron, a chitin right pauldron, Netch Leather Boots, Daedric greaves, and ebony gauntlets. Clothing and armor can be worn at the same time.

Here is a more complete list of all the differences between the games.

Who is the mysterious person in black armor that keeps attacking when I rest?
That is a Dark Brotherhood assassin, part of the Tribunal expansion. If you are fine dealing with them, their armor is worth quite a lot. If not, there's a mod to remove them until later.

My computer is a ten-year-old netbook that barely gets 1FPS when I run MGE. Do you have any cool downloads for me too?
The Morrowind FPS Optimizer would help you significantly. You can use it to adjust Morrowind's settings outside of what you're normally able to do and, like the title suggests, make Morrowind run better.

The sun turns black whenever you look at it.
ATI cards can have trouble rendering the sun correctly. There’s a fix here.

Everything looks all white/all black/all gray aka "I start the game and all I see is a black screen"
There are quite a few causes of this. Here are the most common ones:
  • Skipping the opening cutscene when you start a new game. There's no fix other than watching it all the way through. Don't worry, it's not that long.
  • Forgetting to disable the Steam overlay. It's in the Steam properties menu.
  • Not setting something to administrator mode. Double check that both MGE and your Morrowind executable are set this way.
  • Heavy shader/LOD use. Try waiting a few minutes and see if things start showing up. If not, try disabling shaders and distant land in MGE.
  • A rogue mod or shader. Try checking mgeXE.log or Warnings.txt to see if something went wrong there.

MGE crashes on startup
Two files generated by MGE-XE, dinput8.dll and d3d8.dll, sometimes get corrupted. Try deleting them and then running Morrowind once to regenerate them. If that doesn't work, you may have to reinstall it.

Can't open the console/take screenshots.
MGE-XE disables the default method for doing these. You will need to set specific keys for these functions using the macro editor (under the "in-game" tab in MGE-XE).

Error message saying Failed to load snowflake: meshes\bm_snow_01.nif".
First, double check that you didn't install Morowind into "Program Files" and its set to "Run as Administrator" and NOT "read only." Then, check your Morrowind.ini file to make sure that the following lines of code are present:

[Archives]
Archive 0=Bloodmoon.bsa
Archive 1=Flora Glow.bsa
Archive 2=Tribunal.bsa

If that doesn't work, reinstall Tribunal and Bloodmoon (some recommend disconnecting from the internet and disabling any anti-virus software while doing this). CD users may also want to directly copy the "Data Files" folder (or the .nif file) from the Bloodmoon CD into the folder on their computer.

Odd shapes and discoloration in the sky at night
If you're using SWG's skies, you also need the fix. (v3).

Sounds randomly play at full volume no matter where the slider is set
There are two solutions for this. The first is to enable the relevant bugfixes in the Morrowind Code Patch (which are applied automatically). If that doesn't work, try changing the sound from hardware accelerated to software accelerated in the in-game options menu.

Bethesda's sad relationship with alt-tabbing
Just like Skyrim, Morrowind doesn't work very well with Alt+Tab. In order to minimize the game this way, you'll need to have another window/program open in the background which Windows can alt-tab to. There's a chance that the game will crash if you do it, though.

Ways to increase FPS:
There are a few tips to increasing FPS, however some systems go slowly (15-25fps) no matter what fixes are attempted, due to the engine's odd way of handling hardware.

One thing to do in order to determine what's causing your biggest framerate hits is to bind MGE-XE's toggle functions (i.e. LOD, AA, HW shader) to different keys in the macro editor (under "In Game"), toggle them on or off, and watch what your framerate does. LOD is (obviously) the biggest, but AI functions will probably be your biggest ones in town, since the engine has to process a lot of different things with a (relatively) large number of NPCs. Make sure you have both "Display Messages" and "Show FPS" enabled in MGE-XE or you won't be able to measure it.

Known but unsolved problems:
Sometimes the game stops for a couple minutes, especially on startup or moving from an indoor cell to an outdoor one. If the game seems dead when loading something, wait a couple minutes first to be sure it actually is.

Heavily modded versions have also been known to crash at regular intervals in-game, with some being unable to play for longer than 30 minutes. Reinstalling might help solve this, or it might not. As mods and software improve, this problem may go away in the future, but for now there's no known fix.

In addition, Morrowind often crashes on exit as well. This seems to be caused by MGE, but is relatively harmless.

If you know you did everything correctly and STILL have a problem:
There are many people here in the thread more than willing to assist you in getting everything working. If you do post a problem here in the thread, make sure you give us more information than "X is crashing" so we have a good idea of what's wrong and how to fix it. The suggested things to include are: OS, hardware (Processor & Video Card), Morrowind version (either Steam or CD), a screenshot of the problem or quote of the error message, a description of when the problem occurs, and what you've tried so far to fix it. Many of the programs listed in the OP have multiple forum threads and websites elsewhere online, you may want to try searching for your problem before asking it here as the developer might have a solution for it. Also, do be aware that some error messages can generate other ones, so if you get more than one error message make sure you post it.


If everything works correctly and you make it through character generation but don't know where to start:
-Talk to the wood elf you see to your left as soon as you exit. Then, go to Arille's Tradehouse and talk to the Nord at the top of the stairs.
-If you have a character with combat skills, head out of Seyda Neen to the right and go to the bandit cave in the hill.
-Follow your orders and go to Balmora. Caius lives in the house at the far northwest corner.
-If you're still stuck, do the things on this list.

Musical_Daredevil fucked around with this message at 12:26 on Jun 1, 2021

Musical_Daredevil
Dec 23, 2008

Need some backup NOW!
So, these mods are nice. How would you like to make your own?
Many different resources exist online to help you become a budding game designer should you chose. What you need to download or install depends entirely on what you want to do.

Basic Modding
No matter how you want to mod the game, you will need to install the Morrowind Construction Set. Relatively recently, Bethesda removed the download link to the Construction Set download from their website, however there are several ways to still get it:

  • CD-GOTY users can just use the provided CD
  • Bloodmoon CD owners can extract it from the Bloodmoon CD using the instructions in this thread.
  • Steam users who own the GOTY version can download it from here and extract the files to \Steam\Steamapps\Common\morrowind, however this version does not work well with Bloodmoon. If you have problems, try downloading the Bloodmoon patch above and hope that it works.

Windows Vista and 7 users will need to download the appropriate help file viewer in order to view the help files in the CS.

Here is a helpful set of tutorials for the Construction Set, courtesy of TESNexus.


Modeling
Actually adding or modifying models from the game requires a lot more programs in order to export the files correctly. Here are the things you'll need:

  • Nifskope (for modifying .nif files directly)
  • 3DS Max, Blender, or Maya (Note: Blender is free and Max/Maya are free to any student with a .edu e-mail address)
  • The .nif plugins for your chosen modeling program, which can be found on the developer forum. 3DS Max users can find them for any version with this installer.

If you want to modify files rather than just create them, you'll also need a program that can read and unpack .bsa files. I recommend This one.

Important Tips for Modding
General
  • Make sure you carefully study where your Morrowind installation is located and the Data Files folder hierarchy so you can easily navigate to either of them from your Hard Drive.
  • You may want to install MSGO (if you haven't already) or another major mod in order to help you confirm which files go where and how the sub-directories are set up.
  • Don't worry if you open up the CS, get overwhelmed, and can't get any ideas for what to do. My first mod was just a set of Daedric armor and a sword with all the stats maxed out. Start small, using the assets already in the game, and then work your way up to bigger things.
  • BSA files are large archive files which contain all of the game assets (models, textures, sounds, animations, etc.). ESM files are the big master files for Morrowind and the expansions. ESP files are plugins, the file format you will use when you create a mod. NIF files are model files, which can contain polygonal, animation, texture, lighting, and physics data. KF files are the animations themselves. DDS files are a type of image format used for textures (most image manipulation programs will need a plugin to be able to import/export them).
  • Make sure you familiarize yourself with at least these two websites: The Official Morrowind Modding Forum and TESNexus. There's also many more if you look around.

Construction Set
  • After familiarizing yourself with the CS, make sure you're also familiar with the articles on this page
  • If you're working on an ESP file that's been previously saved, set it as your active file on the Open dialogue by pressing "Set as Active File." If you forget to do this and save two files for one mod, you can use the "Combine Loaded Plugins" command to fix it if you don't have any other ESP files loaded in the CS.
  • Don't ever modify a container or static object already present unless you need to or unless your mod idea specifically calls for it. Create your own first. You can start with an already created object by opening up its stats from the left hand panel, giving it a new ID, and saying Yes to creating a new object. Modifying an already present object will affect every other instance of that object and could cause major problems, especially if there's more than one copy of it in the game.
  • Speaking of "dirty mods," here's a guide by Cat Mattress on how to avoid having unnecessary GMST changes due to the expansions when modding.

Musical_Daredevil fucked around with this message at 20:52 on Feb 11, 2014

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
Good OP, Musical_Daredevil.

Does anybody else manually set their "fog start" and "fog end" distances in MGE-XE? I noticed that--even with a relatively high draw distance of 12-15 cells--it likes to auto-calculate a starting distance 0.5 or 1.0 cells ahead of you, washing everything out.

This wouldn't be a huge deal, but I've discovered that setting your "fog start" distance too low can completely negate the effects of lighting mods, since the same settings apply to interior cells. I was wandering around an unlit catacomb, wondering why everything was washed out and grey and I could get around without a light since the fog effect is less than pitch black. Turns out this was my problem.

Positronic Spleen
May 5, 2010
There's a new fix for MSGO concerning Ald Redaynia CTD's. It was caused by the Poorly Placed Objects Fix ESM, a new one is at the link.
http://morrowindoverhaul.net/forum/index.php/topic,1563.0.html


vvvvvvvvvvvvvvv That site now just takes you here anyways: http://www.bethsoft.com/eng/downloads_01.html#bloodmoon

Positronic Spleen fucked around with this message at 00:27 on Aug 13, 2011

soscannonballs
Dec 6, 2007

The link to the latest Bloodmoon patch doesn't work for me. I have the Morrowind GOTY version with both expansions, do I still need that patch? It is the CD version not the Steam Version.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

soscannonballs posted:

The link to the latest Bloodmoon patch doesn't work for me. I have the Morrowind GOTY version with both expansions, do I still need that patch? It is the CD version not the Steam Version.

Nope. GOTY edition doesn't need the patch.

Shinino Kage
Sep 5, 2008
Positronic: Can you possibly get a direct link to the fix? The page you linked says it's attached to the post, but I'm not finding it.

And thanks.

(removed rambling because I started fresh)

Shinino Kage fucked around with this message at 02:32 on Aug 13, 2011

clearly not a horse
May 8, 2009

undue butt brutality is not a criminal offense
Morrowind - my favourite probabilistic RPG. Not many days since I reinstalled Morrowind for my first serious playthrough. Just found the Morag Tong HQ, so congratulate me while I congratulate the OP for the wall of text I don't bother reading until I'm fed up with pure GOTY and need something more spicy.

Positronic Spleen
May 5, 2010

Shinino Kage posted:

Positronic: Can you possibly get a direct link to the fix? The page you linked says it's attached to the post, but I'm not finding it.
http://morrowindoverhaul.net/forum/index.php?action=dlattach;topic=1563.0;attach=154
Could be for logged-in users only, it was at the very bottom of the post. If it still doesn't work I could try rehosting it.

Shinino Kage
Sep 5, 2008

Positronic Spleen posted:

http://morrowindoverhaul.net/forum/index.php?action=dlattach;topic=1563.0;attach=154
Could be for logged-in users only, it was at the very bottom of the post. If it still doesn't work I could try rehosting it.

That's all it was. Thanks :)

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
Sometimes I think the only reason I keep playing this game is because of the hat. The hat. Peeled from the arrogant skull of Tarhiel, the Bosmer who tried to claim the sky. Stinking of hubris and greed. The hat craves only one thing: Souls. I will satisfy the hat.



Shinino Kage
Sep 5, 2008
Trying fresh so that maybe I can keep better track of this.

Shinino Kage
Sep 5, 2008
Musical_Daredevil:

There's 6 different files for MGE with some being regular and some being MGE XE. Do we need the top four ones, or just MGE and MGE SE, or just the MGE beta?

(Let me just say a quiet 'hurrdurr' 3 files, got 'em. Duh.)

Shinino Kage fucked around with this message at 02:35 on Aug 13, 2011

Musical_Daredevil
Dec 23, 2008

Need some backup NOW!

Shinino Kage posted:

Musical_Daredevil:

There's 6 different files for MGE with some being regular and some being MGE XE. Do we need the top four ones, or just MGE and MGE SE, or just the MGE beta?

(Let me just say a quiet 'hurrdurr' 3 files, got 'em. Duh.)

The only one you need is MGE XE. MSGO comes with MCP, and the water texture isn't required. I don't know what the HUD mods are, but I didn't install them when testing the process and everything works just fine.

soscannonballs posted:

The link to the latest Bloodmoon patch doesn't work for me. I have the Morrowind GOTY version with both expansions, do I still need that patch? It is the CD version not the Steam Version.

Wow, looks like Bethesda literally just changed their website. I'll add that and the Ald Redaynia fix to the OP.

Edit: vvvvv You should already have it by the time you get to that step.

Musical_Daredevil fucked around with this message at 02:57 on Aug 13, 2011

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Shinino Kage posted:

Musical_Daredevil:

There's 6 different files for MGE with some being regular and some being MGE XE. Do we need the top four ones, or just MGE and MGE SE, or just the MGE beta?

(Let me just say a quiet 'hurrdurr' 3 files, got 'em. Duh.)

BUT you do need MGE in order to get MGE-XE working. It needs to install on top of MGE! :science:

Musical_Daredevil
Dec 23, 2008

Need some backup NOW!

Positronic Spleen posted:

http://morrowindoverhaul.net/forum/index.php?action=dlattach;topic=1563.0;attach=154
Could be for logged-in users only, it was at the very bottom of the post. If it still doesn't work I could try rehosting it.

I tried downloading the Ald Redaynia fix and got a message that I need to be registered. If there's no way to get it without registering, could you rehost it?

Shinino Kage
Sep 5, 2008
With the fix, btw, I still get a non-fatal error involving that .esp file when I create distant lands.

Positronic Spleen
May 5, 2010
Yeah, it's just weird, it's always done that for me too.

Filthy Monkey
Jun 25, 2007

Is there any sort of setup I need to do for MGE if I have MGE XE, or is the XE gui fine?

I just installed the graphics and sound overhaul, along with MGE XE. The game runs and everything looks pretty good, but it chugs hard every time I look at an NPC. I have a pretty beefy computer and graphics card too. Anything in particular I might be missing?

Edit: Actually, the chugginess is a little more widespread. This is what the view off the ship looks like. The problem is it is running at 5 fps.
http://i.imgur.com/aWiwx.jpg

Filthy Monkey fucked around with this message at 03:34 on Aug 13, 2011

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Filthy Monkey posted:

Is there any sort of setup I need to do for MGE if I have MGE XE, or is the XE gui fine?

I just installed the graphics and sound overhaul, along with MGE XE. The game runs and everything looks pretty good, but it chugs hard every time I look at an NPC. I have a pretty beefy computer and graphics card too. Anything in particular I might be missing?

I just started up MGE once before I installed MGE-XE. I didn't change settings or generate Distant Land or anything. You should be fine. You'll probably get a warning when you first start up MGE-XE saying it can't read the previous files because they're bad / missing, but you'll be okay.

OSheaman
May 27, 2004

Heavy Fucking Metal
Fun Shoe
Morrowind loving owns

Filthy Monkey
Jun 25, 2007

Okay, moving the real time shadows option in-game down from full to nothing completely fixes my slowdown problem. Is that what I should be doing, or is there something else I am missing?

Musical_Daredevil
Dec 23, 2008

Need some backup NOW!

Filthy Monkey posted:

Okay, moving the real time shadows option in-game down from full to nothing completely fixes my slowdown problem. Is that what I should be doing, or is there something else I am missing?

I also turned down real-time shadows (although I do that with every game). If you're fine with how it looks with that setting, go for it. MGE-XE has its own shadows which don't take up as much processing power.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Filthy Monkey posted:

Okay, moving the real time shadows option in-game down from full to nothing completely fixes my slowdown problem. Is that what I should be doing, or is there something else I am missing?

Bunch of things:

When you generate distant land through MGE-XE, don't change the values for World Texture or Mesh Detail. When you get to the statics portion, uncheck "Include miscellaneous items" and reduce the grass density. Mods like Vurt's Groundcover can murder framerates when set to 100%. Somewhere between 50-65 percent should be good.

Another thing I didn't realize until I was browsing SourceForge: FOV is listed as a source of extreme (their words, not mine) FPS drain, especially if you autoset it and it chooses a value greater than 90. I scaled mine back to 80 degrees.

Don't use "high detail" shadows through MGE-XE, and drop the in-game AI distance down to nothing and see if that does anything (it should.)

Fister Roboto
Feb 21, 2008

Is Morrowblivion actually finished? I haven't been following at all in months.

Filthy Monkey
Jun 25, 2007

Where are the MGE-XE shadow settings? Maybe I am blind, but I don't see them.

Also, how can I get my crosshair back? During the installation of...something, I checked an option to hide my crosshair unless it is pointing at something. It appears to be off too much though. I don't remember where I selected that though.

Shinino Kage
Sep 5, 2008
Okay, so I have MGSO installed, the visual tweaks done, shaders, the SWG/Vurt sky stuff from Thread 2, as well as the HD intro and HD splash screens (MUST OWN, BTW),
and I've done a short (not great quality) video.

http://www.livestream.com/shininogames/video?clipId=pla_e824fb9e-2fc0-468d-b5b7-ea2d3f4c750b

This is with 2x AA/AS



HD Intro: http://www.tesnexus.com/downloads/file.php?id=39329
HD Splash: http://planetelderscrolls.gamespy.com/pagetools/pagetools.php?act=printnews&id=155958

Quick Q: How can I get Morrowind/MGE XE to export the screens in full 1080p (what I'm playing in)?

Shinino Kage fucked around with this message at 04:16 on Aug 13, 2011

Shinino Kage
Sep 5, 2008
God dammit. Already getting stuff in warnings.txt Is this something I'm just going to have to live with?

(This is just doing the boat + stepping onto the dock at Seyda Neen)
(Various messages about BC_shoes_common/extray): From Better Clothes. Mod creator says they're harmless.
(Various messages about textures tx_bc_rock_03_nrm.dds, _land_default.tga, vfx_whitestar.dds, @_window_pane_nm.dds, Tx_wood_brown_box_01.dds): From MGSO, also nothing to worry about.

Shinino Kage fucked around with this message at 04:47 on Aug 13, 2011

Bootstrap Beefstud
Jan 1, 2011

by Y Kant Ozma Post
Is there a Mod which redoes how you keep track of Quests? I'm not sure which of the Pilgrimages I've been on since I haven't played for a while. Also. which Telvanni Councillor should I become the Mouth of?

soscannonballs
Dec 6, 2007

I am having a problem updating MGSO to patch 1.3. When the Code Patch comes up, it says it can't find my Morrowind.Exe. The first time I did the Code patch with MGSO 1.0 it was fine, but now it is loving up and I can't continue.

Edit: I fixed the problem. For some reason, it wasn't choosing the correct path as the default unlike the other patches.

soscannonballs fucked around with this message at 04:44 on Aug 13, 2011

Shinino Kage
Sep 5, 2008

soscannonballs posted:

I am having a problem updating MGSO to patch 1.3. When the Code Patch comes up, it says it can't find my Morrowind.Exe. The first time I did the Code patch with MGSO 1.0 it was fine, but now it is loving up and I can't continue.


I know that (by default) MGSO 1.3 looks for a different directory than MGSO 1.0-1.2. Make sure it's pointing at your Morrowind install.

Filthy Monkey
Jun 25, 2007

It worked fine here, and I just did it all about twenty minutes ago. Did you make sure to change to the right install directory with 1.3? Do you have a new morrowind code patch.exe in your Morrowind directory?

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
Some more screens for your viewing pleasure!


Filthy Monkey
Jun 25, 2007

I took a quick video after getting off the boat. 1920x1080, using 8xAA and 16xAF
http://www.youtube.com/watch?v=vK0xf3J7CvA

Is that what everything should look like with the graphics overhaul and MGE-XE? The first time I loaded it up, I was getting some sort of crazy hardcore depth of field effects, where things in front of my face would blur in and out like crazy. That seems to have subsided now. Just want to make sure that it what it should look like with the shaders and all. I am new to this morrowind modding stuff.

Shinino Kage
Sep 5, 2008
What are you using to capture the video, btw?

Filthy Monkey
Jun 25, 2007

Captured with FRAPS, encoded with ripbot264. The x264s I upload to youtube tend to look darker than the source video though. The actual H.264 video has good looking gamma. Not sure why that is.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Filthy Monkey posted:

I took a quick video after getting off the boat. 1920x1080, using 8xAA and 16xAF
http://www.youtube.com/watch?v=vK0xf3J7CvA

Is that what everything should look like with the graphics overhaul and MGE-XE? The first time I loaded it up, I was getting some sort of crazy hardcore depth of field effects, where things in front of my face would blur in and out like crazy. That seems to have subsided now. Just want to make sure that it what it should look like with the shaders and all. I am new to this morrowind modding stuff.

What settings do you have to get your water caustics behaving like that? I love the rolling effect they have, just like a shoreline would look.

EDIT: Are you certain you're using MGE-XE? I didn't realize that there were 3D waves for MGE, but they appear to only be for MGE, not MGE-XE.

Cream-of-Plenty fucked around with this message at 06:01 on Aug 13, 2011

Positronic Spleen
May 5, 2010

Bootstrap Beefstud posted:

which Telvanni Councillor should I become the Mouth of?
I thought there was only one available, in Tel Vos.

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Filthy Monkey
Jun 25, 2007

It is entirely possible that I am not using MGE-XE. I dumped the files from MGE-XE in the morrowind directory though, and I ran the MGE-XE GUI. How can I tell if it is being used?

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