Third Party Programs and Mods

Updated February 23, 2009

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Third Party Programs and mods

Third Party Programs and Mods > MWSE and mods > MGE and mods > MWE and Mods > Several 3rd Party Programs > Top of the Page

Other Third Party Programs > Morrowind Edit > Morrowind Code Patch > Timeslip's utilities > FPS Optimizer > Top of the Page

    Aerelorn's MWE:

  • Morrowind Enhanced Website by Aerelorn
    NOTE: Do not download MWE from this site because you can only get the old version (1.21) and not the newest (1.6).
  • MWE Dev Kit 1.6 @ Planet Elder Scrolls or TES Nexus
    Morrowind Enhanced allows you to do many things that are not possible in regular Morrowind scripting, expands the capabilities of your scripts, and is almost completely free of lag.
    This dev kit provides the compiler, .dll, and documentation you need to create mods with Morrowind Enhanced.
  • Third Party Programs and Mods > MWSE and mods > MGE and mods > MWE and Mods > Several 3rd Party Programs > Top of the Page

    Other Third Party Programs > Morrowind Edit > Morrowind Code Patch > Timeslip's utilities > FPS Optimizer > Top of the Page

    Aerelorn's MWE mods:


  • Blocking Enhanced
    Blocking Enhanced is an attempt to make blocking more fun by bringing it under the player's control. Normally, no attacks will be blocked. When the player holds down a configurable key, they will block every attack, but at the same time cannot attack back. If the player has no shield, a sanctuary effect will be added to simulate parrying.
  • Combat Enhanced
    - 30 different combat combos performed using simple combinations of the basic attacks (i.e. Slash, Slash, Thrust). There are 5 combos for each of the 6 weapon types (Long Blade, Short Blade, Blunt Weapon, Axe, Spear, and Unarmed). The combos range from stat drains to knockdowns to decapitations.
    - Trance: The ability to slow down time to give you a better handle on the fight and dodge attacks and arrows.
    - Rage: Slows time even further than Trance while increasing your own speed. Allows you to tear through a swarm of enemies in the blink of an eye. You must build up your Rage Level by performing normal combos in order to use Rage.
    - Difficulty Sliders: There are currently sliders that let you increase the Health, Magicka, Strength, Agility, and Speed of all enemies in the game, so you can make things more difficult should you so choose.
  • Journal Enhanced
    This mod allows the player to write custom notes in their journal from within the game. A quill and inkwell are required in order to begin writing.
  • Writing Enhanced
    Writing Enhanced (AWE) adds 80 blank books and 70 blank scrolls sold from 10 different locations all around Vvardenfell. When one of the books or scrolls is equipped, the player can give it a name and then enter up to 3000 characters of text. A quill and inkwell are required for writing and can be purchased from 5 of the 10 locations. If the ALT-key is held while equipping a previously written book or scroll, the player can either erase and rewrite the contents, resume writing from where they left off (so writing in installments is possible), or export the book to a .txt file.
  • Third Party Programs and Mods > MWSE and mods > MGE and mods > MWE and Mods > Several 3rd Party Programs > Top of the Page

    Other Third Party Programs > Morrowind Edit > Morrowind Code Patch > Timeslip's utilities > FPS Optimizer > Top of the Page

    Tonto's MWE mods:

  • Crime Enhanced v0.2 Beta
    There are three mods in this download:
    - Less Annoying Guards: It can be annoying to have guards popup dialogue and ask you if you want to pay the fine or resist arrest constantly. So instead, Guards won't popup dialogue if you have a weapon or spell equipped. If you want to surrender, put down your weapon or spell and they'll let you.
    - Stealing Bugfix: The stealing bug is the one where if you steal a particular type of item, the game will sometimes consider that item type permanently as stolen. There are two ways to work around it:
    * When a guard arrests you and you pay the fine or go to jail, the stolen flag is removed from the items you had that they took.
    * There are 3 members of the Thieves guild and a corrupt Imperial official who will remove the stolen flag from all the items in your inventory for a percentage of their value.
    - Light-Based Stealth & Sneaking: When the player enters sneak mode, they will be given a bonus to their sneaking ability (using the spell chameleon) based upon the ambient light in a cell, and their distance to any light source. The bonus to sneaking is limited to 50 points of chameleon. You can only attain this bonus at the highest levels of sneaking ability in full darkness.
  • Dodge Mod 1.11
    This mod offers a solution to the unarmored skill bug, adding a sanctuary ability to the character based on their unarmored skill. The maximum sancutary you can get is 50 pts at 100 unarmored.
  • Gold Burden
    This mod is pretty simple. It simulates gold adding weight to your inventory through a dynamic burden spell. For every 100 pieces of gold you carry, you will recieve a single point of burden.
  • Morrowind Enhanced Health Suite Beta 2
    - Eating: Simply drop an edible ingredient on the player's portrait or assign an ingredient to a hotkey. The player should consume around twenty points of food a day in order to survive.
    - Drinking: Drop a water filled container on the player's portrait or assign a bottle of water to a hotkey. The player should consume around twenty points of food a day in order to survive.
    - Water Gathering: To gather water the player must have at least one bottle or jug. These include all items misc_com_bottle_1 through 15. The player must enter a body of water in which they can stand and hold the sneak key. After two seconds a menu to guide the player though the rest of the water gathering process will appear.
    - Sleeping: Sleeping is done as you normally would, by bringing up the rest menu.
  • Telekinesis Beta
    This mod causes objects to float towards the player when they are activated while the player is using telekinesis. Once the object gets close to the player (roughly 140 game units from the player’s feet), it will automatically be activated. The whole process is fast, but it does add an element of timing to stealing objects with telekinesis. If someone is patrolling the room, you run the risk of being seen when the object finally lands in your possession. The entire process is completed without adding a single script to in game objects, only two low-overhead global scripts run.
    Note: This is an outdated beta. You should use instead the new "Better Telekinesis", which is a MWSE mod by Fliggerty
  • Third Party Programs and Mods > MWSE and mods > MGE and mods > MWE and Mods > Several 3rd Party Programs > Top of the Page

    Other Third Party Programs > Morrowind Edit > Morrowind Code Patch > Timeslip's utilities > FPS Optimizer > Top of the Page

    Hitto's ACE Addons to Combat Enhanced:

  • Air Attack
    It Adds a fortify Attack and Strength effect depending on your jumping time.
  • Backstab
    This little plugin fortifies your Short Blade skill depending on sneak skill. Ever tried to backstab some hapless victim, while hiding in the shadows, only to miss your shot because your weapon skill was too low? Then this is for you!
  • Books
    This plugin adds some 23 books into Vvardenfell, placed carefully by hand. Each book describes one of the combos from ACE through a little story, and also teaches you about the skill it usually describes.
  • Charge
    This mod fortifies your attack and strength depending on your time spent running.
  • Third Party Programs and Mods > MWSE and mods > MGE and mods > MWE and Mods > Several 3rd Party Programs > Top of the Page

    Other Third Party Programs > Morrowind Edit > Morrowind Code Patch > Timeslip's utilities > FPS Optimizer > Top of the Page

    Fliggerty's MWE mods

  • Encumbrance Enhanced @ Planet Elder Scrolls or Great House Fliggerty
    It was suggested that a mod be made that will increase the athletics skill faster when the player is carrying more. This mod does that. It also increases acrobatics and sneak. When the player has less than 25% encumbrance, there are no changes. Between 25% and 50% it increases a bit faster, more between 50% and 75%, and above 75% the increase can be quite significant.
  • Morrowind Decapitated @ Great House Fliggerty or Planet Elder Scrolls
    Morrowind Decapitated is my addition to the already good cap removing mods available. What makes this one different is that it utilizes existing game mechanics. What this means is that your skills will progress exactly as they always have. Falling, for example, will increase your acrobatics skill by the same amount depending on height. Also, attribute multipliers will work just as they do in the vanilla game. (A future version will have an option to tweak these for balancing purposes.) The over-100 levels are achieved by using a fortification spell, which gives the benefit of having no level cap whatsoever. Also, any "corrections" that need to be done are handled automatically, requiring no spell or other intervention from the player.
    Note from Fliggerty: "After I released this, I discovered a few bugs internally in MWE that causes some problems with this mod. I personally stopped using this as I found that a few of my skills would never register increases. But it does seem to be kind of random. And some people have serious conflicts with this and Combat Enhanced. Those are things that I, unfortunately, cannot do anything about."
  • Third Party Programs and Mods > MWSE and mods > MGE and mods > MWE and Mods > Several 3rd Party Programs > Top of the Page

    Other Third Party Programs > Morrowind Edit > Morrowind Code Patch > Timeslip's utilities > FPS Optimizer > Top of the Page

    JOG's MWE mods

  • Enhanced Stealth @ Planet Elder Scrolls or JOG's Morrowind Corner (direct link)
    This plugin adds some new features to your sneak skill:
    1. Lighting-based modifier: You will be given a bonus or penalty to your sneak skill depending on lighting in interiors and time/weather in exteriors
    2. Armor-based penalty: Wearing medium or heavy armor adds a penalty to your sneak skill. (can be turned off)
    3. Sneak-Attack bonus: When using certain weapons you will get an attack bonus after a short time of sneaking without attacking or being attacked.
    4. Assassination: A critical hit with short blades or using your fists, may kill the opponent instantly when you're lucky or well-trained.
  • Third Party Programs and Mods > MWSE and mods > MGE and mods > MWE and Mods > Several 3rd Party Programs > Top of the Page

    Other Third Party Programs > Morrowind Edit > Morrowind Code Patch > Timeslip's utilities > FPS Optimizer > Top of the Page

    Yacoby's MWE mods

  • Swimming Realism @ PES or Yacoby's Website
    This mod adds realism to swimming (No more swimming in full deadric armor). In water you only use, spears, daggers and your hands, uou lose 80% of your carrying capabitity and if you are wearing Medium of Heavy armour your fatigue will drop, depending on how much you are wearing and what (Helms, gauntlets etc)
  • Third Party Programs and Mods > MWSE and mods > MGE and mods > MWE and Mods > Several 3rd Party Programs > Top of the Page

    Other Third Party Programs > Morrowind Edit > Morrowind Code Patch > Timeslip's utilities > FPS Optimizer > Top of the Page

    Other MWE mods:

  • Armor Effects 2.1
    This mod, like Dodge Mod 1.11, corrects the Unarmored skill bug by providing a Sanctuary Bonus. For an extra touch of realism, wearing restrictive, bulky Medium or Heavy Armors will now bring a cumulative Sneak Penalty. Heavy will also cause a slight Agility Penalty. Going in Light Armor or Unarmored should now be more attractive prospects, particularly for thieves. If the Agility Penalty seems too unattractive, a non-Agility-altering version of the plug-in is also included.
  • Magicka Based Spell Advancement
    This mod attempts to change the way spell-based skill progression happens in Morrowind. The default game simply updates a counter every time you successfully cast a spell, and then gives that count a weight based upon the skill level (as well as a few global multipliers). As the level increases, the weight assigned to the count decreases.
    When a spell is cast by the player, the mod calculates how much magicka the spell actually used. It uses a formula based on the player's skill level in the appropriate magical school to determine how many magicka points must be burned to level the skill up and calculates how many progress points Morrowind expects to level the skill up. It converts the magicka points burned by the spell to a percentage of the number of magicka necessary to level the skill up, and then converts that to a percentage of the points Morrowind expects to level the skill. It then applies that number to the progress bar, completely transparent to the player.
  • NPC Enhanced 1.2
    The purpose of this mod is to make combat with NPCs in Morrowind more interesting and challenging. The mod does this by giving NPCs new items (level based potions and marksman weapons) and abilities (hearing, sneaking, weapon switching). These changes will affect any NPC you fight, including those added by other plugins. Only the vanilla NPC races are affected, it has no impact on creatures or custom races.
    Note: There is a MWSE patch made for the v1.1 of this mod by cdcooley.

Third Party Programs and Mods > MWSE and mods > MGE and mods > MWE and Mods > Several 3rd Party Programs > Top of the Page

Other Third Party Programs > Morrowind Edit > Morrowind Code Patch > Timeslip's utilities > FPS Optimizer > Top of the Page

Mods that are requiring several third Party Programs:
  • Focused Attack
    Require MWE and MWSE 0.9.2 or higher
    This plugin allows the player to focus his/her strength into a single, mighty blow. Sneak and hold down the left mouse button while your weapon is drawn (or not, see below) for at least 2 seconds. When you are ready to attack, release the sneak key. You will gain a bonus to your strength and hand-to-hand skills proportional to your skill with your current weapon and the time spent focusing, as well as a speed bonus proportinal to your initial speed and focus time. These bonuses persist for up to 3 seconds, or until you release your attack. There is no set limit on how long focus can be held, but bonuses will only increase up to a certain point.
    Beware, for there are drawbacks in addition to time spent on the defensive. Focus can be broken if you lose too great a fraction of your health in a short time. Improving maximum health and willpower helps counter this. You can also lose focus if you are knocked down, so high agility helps as well. Lastly, after executing a Focused Attack (whether a hit or miss), you will lose half your current fatigue and will be unable to regenerate past this point for 7 seconds. You will not be able to focus again until you recover from this phase.
  • Moonlight
    Require MGE and MWSE 0.9.2a or higher
    Changes the ambient lighting at night. The phase of the moons now govern the ambient lighting at night.
  • Oblivion-style Spellcasting @ Great House Fliggerty or Planet Elder Scrolls
    Require MWE and MWSE 0.9.2a or higher
    You are now able to cast spells while your weapon is drawn! This mod is aimed at improving Morrowind's combat by allowing you to use a fast-paced combination of melee (and ranged) weapons and spells without having to take the time to switch between weapon mode and spell mode.
  • Rage Indicator
    Require MGE and Combat Enhanced
    You are now able to cast spells while your weapon is drawn! This mod is aimed at improving Morrowind's combat by allowing you to use a fast-paced combination of melee (and ranged) weapons and spells without having to take the time to switch between weapon mode and spell mode.
  • Spell Timer Beta by Bungadunga
    Require MGE, MWE and MWSE 0.9.2a or higher
    Whenever the player casts a spell on self, a timer is created on the upper left shaded depending on spell type (the color should match the color of the icon on the lower left). The coloring requires that your video card supports at least 1.1 pixel shaders. Certain on other spells will work as well; they must be cast on touch- though it could be a ranged spell- and I've restricted it (artificially) to effects I've deemed useful: Paralyze, Poison, Soultrap, Command X, Charm, Levitate (for companions) and some more (suggest some if you want). There's a maximum of four timers at the moment, but it's expandable easily.
    Note: You have to activate both esps, it was just split to make compiling for MWE easier.
  • Third Party Programs and Mods > MWSE and mods > MGE and mods > MWE and Mods > Several 3rd Party Programs > Top of the Page

    Other Third Party Programs > Morrowind Edit > Morrowind Code Patch > Timeslip's utilities > FPS Optimizer > Top of the Page

    Dave Humphrey's Morrowind Edit: Morrowind Code Patch:
    • MCP 1.2 @ TES Nexus or Great House Fliggert by Hrnchamd and Psyringe
      Summary of fixes:
      - Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. The mod loader can now identify inserted and deleted mods properly, by matching their filenames. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues.
      - Map expansion. Increases the area shown on the map to cover all of Tamriel Rebuilt. Optional.
      - Damage fatigue fix. Damaging an NPC's fatigue to 0 now causes them to collapse.
      - Reflect fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead.
      - NPC health bar change. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing.
      - StreamMusic bug. The StreamMusic script command always sets music volume to maximum, this no longer happens.
      - Calm spells fix. Calm humanoid and calm creature used to force the target out of combat, whatever the magnitude of the spell. Now NPCs and creatures leave combat only if they are sufficently calmed. Bug caused by the spell calling StopCombat every frame.
      - Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire.
      - Restore attributes bug. Restore attributes spells did not recognise Fortify effects when restoring. For example, a base agility of 50, fortified by +30 to 80. If your agility was damaged below 80, a Restore spell would only restore up to 50 and stop working. Restore attributes spells now restore up to your fully fortified amount.
      - Merchant equip fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. Note this does not affect what they are currently wearing.
      - Enchanted item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and the size of the soul used.
      - Knocked out NPCs. You may now steal from knocked out NPCs. This feature was in a previous version of Morrowind.
      - Unarmored bug. Unarmored skill now gives proper damage reduction when you are fully unarmored.
      - Transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. The game used the alpha (transparency) channel to record which pixel belonged to which item, so it was possible to pick items straight off the picture. Fixed by separating the rendering into two passes, one for the picture with full transparency, one for the alpha channel the game expects. Very much hassle to get that working properly.
      - Spellmaking limits. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usuable above that level (ie. feather). Spell magnitude limit has been increased to 1000 (from 100), and duration limit reduced to 300 (was 1440 before).
      - Calendar fix. Year now starts at Morning Star, and all months have correct number of days. Caused by month numbering not matching between string table and month length table. Month numbering remains at 0 to 11 for backwards compatibility.
      - Enchanted item visual issue: Enchanted items no longer turn white underwater, in dust storms or fog. Caused by the game not turning off fog during multipass rendering, making the fog add on top of the regular reflect map.
      - Mercantile bug: Merchants should no longer pay less for an item with increasing mercantile skill. The issue was, prices merchants pay were capped by the price the merchant sells the same item at. The sell price was dipping too low, causing the buy price to go down too. Uncapping it obviously breaks the economy by creating an infinite gold loop, as if the economy wasn't broken already. Rebalancing is required in future patches.
    • Third Party Programs and Mods > MWSE and mods > MGE and mods > MWE and Mods > Several 3rd Party Programs > Top of the Page

      Other Third Party Programs > Morrowind Edit > Morrowind Code Patch > Timeslip's utilities > FPS Optimizer > Top of the Page

    Timeslip's Utilities: FPS Optimizer: ENB Series:
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