Third Party Programs and mods
Freshfish, cdcooley, Tp21, games1216, grmcdorman, Fliggerty and Timeslip's MWSE 0.9.4a:
- Morrowind Script Extender 0.9.4a (MWSE)
The Morrowind Script Extender is a program which was first made by Freshfish, then updated by cdcooley and Tp21. Then, Tp21, games1216 and Timeslip made a new version using a dll to make a faster version. Finally, grmcdorman and Fliggerty joined the team to add more functions. It is designed to increase the features available to Morrowind scripters. When run with the game, it adds extra script functions, allowing the creation of plugins that are impossible or at
least very difficult while running the game alone.
Note: At the moment, only Yacoby's Werewolf ReEquip use the new functions added in this version. The advantage is that it is faster than the previous one, the disadvantage is that it is not compatible with the MGE mods.
Freshfish, cdcooley and Tp21's MWSE 0.9.2a:
- Morrowind Script Extender 0.9.2a (MWSE)
The Morrowind Script Extender is a program which was first made by Freshfish, then updated by cdcooley and Tp21. It is designed to increase the features available to Morrowind scripters. When run with the game, it adds extra script functions, allowing the creation of plugins that are impossible or at least very difficult while running the game alone.
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
cdcooley's MWSE mods:
- Better Portable Containers 1.2 [WA]
This plugin contains the replacement scripts made by cdcooley for BungaDunga's Better Portable Containers v1.1 plugin. The scripts allow opening the containers anywhere, even in interiors, and sorting groups of items like ingredients, books, potions, etc...
If you want a matching set of group item transfers for companion NPCs you'll also need Inventory Helpers.
- Economy Fix 0.8 (demo), or
TES
This mod alters the skills and abilities of merchants (including trainers) to virtually eliminate the "mercantile bug", making them competent at their profession.
- Gift Exchange 1.1, or
TES
This plugin allows you to access the inventory of random NPCs you meet in your travels. Giving gifts, if valuable enough, may raise the disposition of NPCs. If you ask to trade and then take more than you give, they could report your actions as a crime instead. You might be able to get away with demanding a small gift from people who really like you but demanding something, doesn't mean you'll get it. If you really want something, you'll be better off either making friends and trading or simply attacking and looting the corpse.
- Improved Teleportation 2.0, or
TES
This plugin improves teleportation in two ways:
1) Any NPC or creature followers will actually be able to follow when the player uses teleportation magic. If the player uses scripted transport (like the Propylon Chambers) a simple no-cost spell can summon the current set of followers to the player's new location.
2) The Greater Mark and Greater Recall spells allow the player to store and return to nine locations, which can be anywhere, even interior cells added by other plugins.
- Inventory Helpers 1.0, or
TES
It adds special containers and a dialog option for companions which allow you to exchange groups of items at a time. You can choose to transfer all ingredients, only expensive (25 gold or more) ingredients, alchemy equipment, potions, miscellaneous items (except soul gems and gold), books (but not scrolls), and common (unworn) clothing. Weapons, armor, and other items which can suffer damage can not be moved in groups because doing so repairs and re-enchants them (or in the case of soul gems actually removes the soul from the gem).
- NPCE MWSE Patch, or
PES
A simple patch for Horatio's NPC enhanced that replaces the MWE scripts with MWSE equivalents. This is designed to work with NPC Enhanced version 1.1 and needs to be loaded after NPC Enhanced so that it can replace the original scripts. With this loaded you don't need MWE to run NPC Enhanced but you will need MWSE. As far as I know, the v1.1 is not available anymore as it has now been replaced with the v1.2.
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
AlienSlof & Peter MWSE mods:
- Diablerie 1.0 @ Planet Elder Scrolls or ElricM
This mod lets you drink other vampires dry using the Vampire Embrace combat feeding feature and gain some of their powers. What you gain depends on the clan of the vampire. Drink from a Quarra and you will increase your combat skills, drink from a Berne and you might gain an insight on stealth, drink from an Aundae to improve your magical abilities. However, diablerie comes at a cost. It is shunned by the other vampires, do not expect your clan to react favourably to a regular diablerizer. Diablerie will affect your humanity and socal interaction skills, and awake the beast within which demands more blood to fuel its hunger.
NOTE: Requires Vampire Embrace 2.4 and Vampiric Hunger III (only the VH base esp is required)
- Scent of Blood 1.2 @ ElricM or Planet Elder Scrolls
This mod gives vampire characters the ability to 'smell' the bloodlines of other vampires. It's technically not the same as the normal sense of smell, and is more closely related to blood magic. This comes in handy for identifying friend and foe at a short distance.
- Vampire Embrace Companion Control 1.1
Control following behaviour of your Vampire Embrace companions with a single keystroke. Tell your children, thralls and slaves to follow you, stay where they are or wander around without the need to open dialog.
- Vampiric Hunger Bloodreport 1.0
Quickly check the bloodlevel while showing a messagebox (MGE bloodmeter does the same thing but graphically, not with a message box).
- Vampiric Illusion 1.4
(Add-on to Vampiric Hunger III)
Adds an illusion spell that allows you to hide your vampiric nature. There is an extra MWSE feature in the add-on that allows you to add helmet type mod items to a list that tells the script to disregard them as helmets. This is to prevent such things as necklaces acting like a full helm. More a logical roleplay thing than anything!
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Fliggerty's MWSE mods
- Arrow De-nocker @ Great House Fliggerty or Planet Elder Scrolls
BOnce you have nocked an arrow and drawn in back it has always been impossible to put the arrow away without shooting it (without going into the inventory.) This mod will de-nock your equipped arrow when you press "spacebar".
- Avenge Your Death! @ Great House Fliggerty or Planet Elder Scrolls
Avenge Your Death! changes the way you die in Morrowind. Rather than simply loading a save game, you can now become a ghost and try to regain your body. When you are killed, your corpse and all of your belongings will fall to the ground where you died. Then after a brief time in the afterlife, you will find yourself, as a ghost, in some random place. As a ghost, you won't be able to interact with anyone (with a few exceptions, such as the undead,) or anything except for doors. Once you have found your body, you can enter back into it and be restored to relatively good health. If you choose not to become a ghost and are a bit annoyed that you got killed, you can choose the option to avenge your death and have all life in the cell die along with you.
Note: Require MWSE v0.9.3 (or higher) which is the version included in MGE. MGE is not required but the mod is enhanced by it.
- Battle Cry @ Great House Fliggerty or Planet Elder Scrolls
Before you run into battle, pull out your weapon and let forth a wild battle cry!
Throughout the history of warfare, the battle cry has been used to instill fear in the opponent, and inspire heroism within yourself. With this mod, you will have a "battle cry" key. When pressed, you will yell out your cry, and recieve some bonuses to your combat. Once they wear off though, because an adrenaline rush always "takes it out of you," contrary effects will then hit you.
- Better Telekinesis @ Great House Fliggerty or Planet Elder Scrolls
Better Telekinesis makes the telekinesis spell effect...well...better. Now when you activate an object across the room, it will be magically propelled towards you until it is within reach, then you can grab it.
- BFG 9000 and Plasma Rifle @ Great House Fliggerty
In Mournhold you will find a familiar character from another ID game. He will sell you the BFG 9000 and a Plasma Rifle. He also has the necessary ammunition.
- Blasphemous Revenants @ Planet Elder Scrolls or Great House Fliggerty
An aging necromancer wishes you to enter his tutelage. You will learn the art of gathering corpses, preparing them for arcane rituals, and summoning and commanding vast armies of the dead.
- Controlled Jumps @ Planet Elder Scrolls or Great House Fliggerty
This is a very simple little thing. When you hold down a particular key (G by default,) your acrobatics skill is modified to a percentage of your standard acrobatics skill. This allows you to make smaller jumps when you have a high acrobatics skill. I find that sometimes it's inconvenient to try to jump on top of a small ledge and end up hitting your head on the ceiling. Your skill is restored when you release the key.
- Curse of 1000 Fargoths
Have you ever felt bad for all that Fargoth has to put up with? Have you ever wanted to see him get his revenge? Fargoth has just become a very powerful individual...there's strength in numbers! Killing Fargoth is now a very bad idea.
- Detect Owner @ Great House Fliggerty or Planet Elder Scrolls
It has been suggested that someone try to imitate the "red cursor" system implemented in Oblivion. When the spell "Detect Owner" is active, the owner of any item you have targeted with be displayed in a message box. If there is no owner, that will be displayed.
- Dialogue Closer of Doom @ Great House Fliggerty or Planet Elder Scrolls
A single keypress will now allow you to exit dialogue immediately. Rather than always clicking on "Goodbye," or being forced to choose between options right away, you now have an alternative. The key used is entirely customizable.
- Dirty Deeds @ Great House Fliggerty or Planet Elder Scrolls
Have you ever wanted to hire the Morag Tong to execute a member of a rival Great House? Have you ever wanted to forgive the Dark Brotherhood for their attempts on your life by offering them the chance to make money off of you? This mod allows you to choose a target, then hire an assassin to execute that target.
- Disarming Zero @ Planet Elder Scrolls or Great House Fliggerty
Have you ever wished that you could disarm an opponent? Now you can! When you are fighting an NPC, and you are using either a long blade, a blunt weapon, a spear, or an axe there will be a chance that your opponent's weapon will fall out of their hands, flying to a random location nearby. And if you are proficient with hand-to-hand fighting, you may even be able to steal your opponent's weapon! If the NPC has no other weapons, they will be forced to resort to hand-to-hand, most likely giving you a huge advantage! You may even be disarmed now. Due to scripting and role-playing limitations, your weapon won't go flying out of your hands. But it will become un-equipped, and you will be "stunned" for a few seconds.
- Enhanced Detection @ Planet Elder Scrolls or Great House Fliggerty
This will emulate Oblivion's Detect Life spell to an extent; and then some. Rather than placing a circle on your map a particle effect will be placed at the exact location of the detected object. These FX can be seen through any 3d mesh, including walls and terrain. There are several new forms of detection included. Detect Life which will show any creature or NPC. Detect Humanoid will only show NPCs. Detect Treasure will display FX on any gold or miscellaneous objects that are worth at least 200 gold that are in the cell; it does not detect what is in containers though. Detect Opposite Gender and Detect Doors should be pretty self explanatory. This will also work with any standard Detect Animal spell;
but not Detect Key nor Detect Enchantment.
- Enhanced Summoning @ Planet Elder Scrolls or Great House Fliggerty
There are several new forms of summoning implemented in this mod:
- Ranged Summons: A version of each of the standard summons that works at a distance.
- Enhanced Summons: There are a total of 5 of these spells, each giving you the ability to "learn" any creature and summon it (even mod-added).
- Proliferation Summon: Proliferation means to grow, to become more. The default creature summoned by this spell is a scamp. When it deals a killing blow to another creature, it will be replaced by that creature.
- Fliggerty's Fleeing Fetchers @ Great House Fliggerty or Planet Elder Scrolls
It is not reasonable for an innocent bystander to walk in the middle of a battle that is raging in the streets. Nor does it seem feasible for a simple commoner to stand and watch a murderous rampage without running for safety. When you are in the midst of a battle, any non-combatants around you will flee to a safe distance until the battle is over. Other than this new behavior, nothing else is modified. If you hit a bystander, they will fight with you just as normal. Followers, other companions, and creatures are not affected at all.
- Gravedigger @ Great House Fliggerty or Planet Elder Scrolls
Now you can completely get rid of a corpse immediately - without being weighted down with whatever junk was on it! All you have to do is get close enough to a corpse that you would be able to activate it, and hold down the -'- (apostrophe) key until it starts burning, as long as you have an ignition source in inventory (i.e. torch, candle, etc...).
Alternatively, you can cast an on-touch fire damage spell. The corpse and its entire inventory will be removed from your game as soon as it is done burning.
- Handy Equipping @ PES or
Great House Fliggerty
Handy Equipping lets you switch between your weapon and a lockpick or probe, or your shield and a torch or a lantern with only a keypress.
- Health Indicators @ Great House Fliggerty or Planet Elder Scrolls
This mod provides a visual method of knowing what the health condition of other NPC's is. A colored tear-drop is displayed above the NPC's head. It will change from green to red, with varying shades in between. Green is good health, yellow is half, and red is nearly dead.
- Improved Bartering @ PES or
Great House Fliggerty
Aims to make trading a more immersive experience by randomizing the amount of gold merchants have to barter with each day, and adding the ability to convince almost any NPC in the game to barter with you by simply asking them.
- Improved Hand-to-Hand @ PES or
Great House Fliggerty
You now give, and recieve, health damage rather than fatigue damage when engaged in hand-to-hand combat. The amount of damage depends upon your skill and the type and amount of armor that you and your opponent are wearing.
- Inventory Search
When your inventory is open, hold down the spacebar for a few seconds. A text box will appear where you can type in the search string. After you enter a search, a MessageBox will show you all of the matches in your inventory. If you click on a match, it will be "equipped." Potions will be drunk, armor and clothing will be worn, books will open, etc.
- Keyring @ Great House Fliggerty or Planet Elder Scrolls
You will find in your inventory a keyring which will hold all of your keys. Even though you will not see the keys in your inventory any longer, you will still be able to open locked doors and containers as normal.
- Loot Sack @ Great House Fliggerty or Planet Elder Scrolls
Imagine that you are out looting and plundering. Suddenly you realize that you have become slightly overencumbered...and you only need to go a short distance to the nearest merchant or storage place. What are you going to do? You're going to use your loot sack! Set it down and fill it up. When you pick it up, you will have to carry it as a weapon, but it will seemingly weigh far less. Of course you won't be able to fight well, all you can do is swing the sack at someone (it is a blunt weapon when filled) until you set it down.
- Lost Artifacts of Tamriel: MWSE Add-on @ PES or
Great House Fliggerty
The Lost Artifacts of Tamriel brought us many great and powerful items that were not to be found in Vvardenfell. This add-on aims to continue that objective by introducing some items that are either impossible, or rather impractical without the use of MWSE.
Note: You can find the original Lost Artifacts of Morrowind mod @ ElricM.
- Merchant Investments @ PES or
Great House Fliggerty
It has been suggested that someone try to imitate the "merchant investing" system implemented in Oblivion. Most merchants will now have the dialogue topic "Invest in your business." Selecting this will allow you to donate gold to increase that merchant's available barter gold. You can only ever donate 10x your current mercantile skill.
- Mirkrali's Ring @ PES or
Great House Fliggerty
Mirkrali's Ring is a powerful artifact that will allow you to use the charge found in an enchanted item to recharge your magicka. Put the ring on, look at a charged enchanted item, and you will tap the magicka
found within.
- More Quick-Keys @ Great House Fliggerty or Planet Elder Scrolls
Have you found that nine quick-keys just isn't enough? This mod allows you to have 16 more.You can assign 8 seperate keys to use, and an alternate that will give each one a second assignment, for a total of 16 new quick-key slots.
- Morrowind Narcissism @ Great House Fliggerty or Planet Elder Scrolls
You know that you are the most attractive creature to have ever walked the dusty roads of Vvardenfell. You are the sexiest adventurer to dare the abandoned ruins. Armor looks shinier and more regal on you than it does on anyone else.
Considering these facts, only a mannequin that looks exactly like you will do. That's what this mod offers, along with some nifty things not found with other mannequins.
- Purchase mannequins that look identical to your character, regardless of race or head/hair you use.
- Choose which armor and clothing your mannequins wear regardless of cost or armor rating.
- Pick up and move it without fear of losing its inventory; all items will be moved into yours.
- Portable Hole @ Great House Fliggerty or Planet Elder Scrolls
A seemingly crazed old man may be found wandering around Sadrith Mora. If you choose to talk to him, he has a story to tell...eventually...we think. If you are patient and kind, you will receive a lovely reward...a hole that taunts you. If however, you choose to be impatient and end the conversation with him, you will get nothing. You only have one shot to prove you are worthy of this amazing magical portable hole. You must be clever, dilligent and sneaky. Good luck!>/li>
- Protective Guards @ PES or
Great House Fliggerty
Anytime you are in combat with an NPC, and you did not initiate the fight, the guards will come to your aid...if you're not a wanted criminal. Then they couldn't care less.
- Raven Wings @ Planet Elder Scrolls or Great House Fliggerty
This uses Carnithus' Raven Wings to introduce a new method of flying into Morrowind. When equipped, these wings will allow you fly by using your jump key to move up, and a definable key to move down. They will take effect any time you either jump or walk off of a ledge. This is NOT levitation, it functions much differently.
- Take All Button of Pain and Happiness @ Planet Elder Scrolls or Great House Fliggerty
It has been suggested that I employ the methods I used to create my Dialogue Closer of Doom to emulate the "Take All" button press function on the xBox. I have done so; here it is. When a container is open, all you have to do is press the preset key (third mouse button by default) then press the right mouse button and the inventory will close and all items will be transferred to your inventory.
- To The Death @ Planet Elder Scrolls or Great House Fliggerty
To The Death will allow you to challenge any NPC in the game to a duel at the Arena in Vivec. If their disposition is low enough, and they are not too scared of you, they will accept the duel. Also, if they have a very low disposition, they might challenge you to a duel.
- Trash Compactor @ Great House Fliggerty or Planet Elder Scrolls
Ever have clutter laying around? Don't want to sell it? Do you feel that if you can't have it, no one can? Then the Trash Compactor is for you! Place any object inside and tell it to destroy it! Before you can blink twice you will have a pile of compressed rubbish!
- Universal Companion Share @ Planet Elder Scrolls or Great House Fliggerty
One of the limitations of Morrowind has always been that to give an NPC the companion Share option, you would have to add a script to them, thus altering every NPC. I have come up with a good workaround for that. When any NPC is currently in AIFollow mode, they will have the dialogue option "--Companion Share." Click on this, and the game standard "Companion Share" option will appear, which you can use to alter your companion's inventory as you wish.
- Vvardenfell Footpad @ Planet Elder Scrolls or Great House Fliggerty
This mod gives the dialogue topic "give me your gold." Depending upon your levels, your mark's levels, and a lot of other factors, they may give you all their gold, lie & give you some of their gold, or put up a fight. The MWSE version adds the ability to talk to NPC's while you are sneaking, and a fast, simple version of pick-pocketing./li>
- Visceral Discernment @ Planet Elder Scrolls or Great House Fliggerty
A seemingly crazed old man may be found wandering around outside of Tel Branora. If you pay attention to what he has to say, you may be directed to quite the artifact: the Tome of Ecastic Discernment. This tome has the capability of holding certain spells that you learn, and giving you access to those spells when you need them. The problem is, you need to find each one of the spells. Bifpan will direct you to some of them...sort of. He speaks in riddles and clues; pay attention to EVERY word he says. Great power is to be found in the Tome of Ecastic Discernment.
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
Grmcdorman's MWSE mods
- MCA Companions Enhanced
This mod replaces the companion scripting of the 50+ recruitable companions in Morrowind Comes Alive (MCA), providing more advanced functionality and leveling.
- Universal Companion Recall Ring
This mod adds a ring for sale by Milie Hastien in Balmora, valued at 5,000 gold. The ring allows you to communicate with and recall any companion.
Note: Require MWSE 0.9.2a or higher
Third Party Programs and Mods > MWSE and mods > MGE and mods > MWE and Mods > Several 3rd Party Programs > Top of the Page
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HeyYou's MWSE mods
- Improved Positioning
This mod allows the positioning, in all three dimensions, of just about any pick-upable item in the game. With the advantage of Putting them BACK, when you return to the cell.
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Neo-Daigo's MWSE mods
- Woman-at-Arms Janine
This plugin adds a female Redguard fighter than can be found in the basement of the Balmora Guild of Fighters. She is a woman-at-arms by profession, and is trained in every category of arms and armor. Her main feature is her ability to target incoming foes, creatures and NPCs included, before they reach the player. Under the topic '- Initiative', you can ask her to keep an eye out for approaching hostiles, or wait until the first blow has been struck as per normal companion behaviour.
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Raveren MWSE mods
- Decorator + @ Planet Elder Scrolls or ElricM
Lets you rotate/position/scale/delete almost any item in the game world. As an added bonus lets raise dead people and creatures and shows the original owner of selected items. Does not modify anything from the original game and works on items added by mods!
A must for the interior decorator in you :)
Third Party Programs and Mods > MWSE and mods > MGE and mods > MWE and Mods > Several 3rd Party Programs > Top of the Page
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The_Silent_Pyro MWSE mods
- Community Inventory
Now you can share inventory items between savegames using MWSE with a simple spellcast. It's really that simple. While you cannot share player-made or player-enchanted items, anything else in your inventory will transfer.
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Scruggs MWSE mods
- Alchemist's Arsenal
This plugin was created to make use of those "negative" properties of ingredients. Alchemy is no longer a passive skill, used solely for healing and restoration. Now you can brew offensive potions, which can be used as thrown weapons in battle to damage your opponents. These potions are not available in any shop, making herb-gathering a necessary but much more rewarding task.
- Alchemy Storage Helper 2.0
This mod keeps the inventory screen clutter-free, and provides you with access to all of your ingredients without fear of becoming over-encumbered. As an added convenience, it is possible to transfer the entire contents of the satchel to your own inventory with one button press, and to likewise return them to the satchel instantly when they are no longer needed.
The scripts recognize any ingredient in your inventory, the satchel behaves like an ordinary container and it is fully portable.
- Melee Missiles 1.2
This allows you to combine magical and melee attacks on the fly, without ever entering magic mode. With this mod, you are finally able to create true projectile enchantments spells that can be launched directly from your weapon by simply pointing and shooting.
Any weapon that appears in the original game and has a Cast-When-Strikes enchantment will now make use of the new features. Additionally, several weapons that had Cast-When-Used Target enchantments have been altered to Cast-When-Strikes. Finally, any weapon which you enchant yourself with these effects will also use the new features.
- Morrowind Inhabitants : Freeform! (Volume 1)
Adds random quests that are available from numerous existing NPCs, offer unique rewards, and continually respawn. It adds 6 new random quest types available from numerous existing NPCs, and a new faction. These quests are randomly-generated and infinitely-respawning.
Play it alongside your normal Morrowind game, picking up the quests when you come across them in your travels and don't bother if you fail a particular quest, because there are an infinite number of opportunities for you to try again.
- Morrowind Inhabitants : Freeform! (Volume 1) Patch
Not a new version of the mod, just a patch which fixes 1 bug and balances 2 aspects of gameplay. Run it alongside the full mod:
1. fixes the "null" that appears in dialog for Special Acquisition quests.
2. Increases compatibility with Galsiah Character Development.
3. Reduces the barter gold bonus for Special Acquisition merchants.
This does NOT contain the full mod. It is an esp which is meant to be run alongside the original version.
NOTE: If you already have Inhabitants installed, run this patch alongside it. The first time you load your game, enter the console and type "StartScript MI_AC_Create_Data_S". This will update the database and fix the "null" error.
- Morrowind Inhabitants : Pickpockets! (Volume 2)
Pickpockets spawn randomly in 14 of Vvardenfell's towns and cities, and respawn continually throughout your game. Larger towns generally have more pickpockets than smaller ones. When robbed by a pickpocket, you will hear him taunt you, and a message will appear at the bottom of the screen indicating what was stolen. The pickpocket will then flee with the loot. You can give chase, and bring down the thief by whatever means necessary. But if you lose sight of him for too long, he may elude you. In that case, your stolen goods are gone forever...
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The SASS Man's MWSE mods
- Creeper's Wastebasket
I have a mod that is so useless. I mean, like...it's a wastebasket. That's it! You can basically use it to get rid of clutter in Morrowind--you know what I'm talking about: Bottles, forks, folded cloths...and OF COURSE those damned Dwemer Coherers you see lying around everyplace! Of course, it WILL give you gold for your trouble--well, half the value of what you throw into the box, anyway.... And true, you CAN pick it up and carry it with you. Anywhere. Any time.
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Yacoby's MWSE mods
- Pursuit Enhanced @ Planet Elder Scrolls or Yacoby's Website
This makes up to six people or creatures that are attacking you, and within a certain distance from you, follow you through load doors. The time it takes for them to go through the load doors is based on factors like the distance away from the door when the player goes through it, and wheher the NPC can see the player when he or she goes through the door. The NPC won't be able to follow you through the door if you lock it, unless they have a high security.
- Werewolf ReEquip @ Yacoby's Website or Planet Elder Scrolls
When you change back to a human, all your clothes that you had equipped when you changed into a werewolf should Reequip.
Note: Require MWSE 0.9.3 or higher
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Fliggerty and Yacoby's MWSE mods
- Real Time Updating @ Planet Elder Scrolls or Great House Fliggerty
This plugin will get the current time from your computer's system clock and set Morrowind's clock to match. So the time of day that you are experiencing will be the same time in the game.
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Bjam's MWSE mods
- Dongle's Ranger Tent MWSE Patch
A woodsy looking tent-home. Carry it with you wherever you go. Pitch your tent while outside and you can enter your new cozy home. Exit and youll be sent back to where you were when you made camp. Fairly heavy to carry, but decent storage options inside offset this. Purchase your tent from RaVirr the Trader. The MWSE patch allows you companions to follow you inside the tent.
Note: Dongle's Ranger tent mod is required. Planet Elder Scrolls or ElricM or File Front
- Aragon's Ashlander Tent MWSE Patch
A great home for rangers, hunters, rogues, and adventurers (and a nice change for mages and fighters). Visit Timsar the tent maker to earn your own custom-made portable Ashlander yurt. You can find him just north of Falensarano in the Grazelands. The MWSE patch allows you companions to follow you inside the tent.
Note: Aragon's Ashlander tent mod is required. Planet Elder Scrolls or Aragon's Website
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Lovers and Legends
WARNING: This mod contains sexually explicit content. If you are of legal age and legal ability to view content such as this and are not offended by said content then please feel free to continue, else use your browser back button or look at the others mods listed here.
- Mr Cellophane's Lovers And Legends
This mod allows you to have sex with NPC's in Morrowind. You can choose any NPC of the opposite sex to be your "lover" (provided that they like you enough) and sleep with them in any bed as often as you like (provided that they still like you). Your lover's disposition towards you will change based on your sexual performance meaning that is it possible to make friends and influence people by sleeping with them (provided that you do a good job of course).
When you are sleeping with your lover, you directly control the action, the camera, you/your lover's attire and sexual position. Different positions will stimulate you/your lover at different rates so you must make sure that they enjoy themselves as much as you do to avoid getting labelled as a bad lover.
This is a BETA version of the mod and is mainly intended as a "proof of concept" to demonstrate the core features of the mod. The mod may not work for everyone- known problems are being addressed ASAP.
Note: Fliggerty has made a compatibility patch (Great House Fliggerty or PES) to get this mod working with the Romance mod (Planet Elder Scrolls - ElricM - TES Nexus).
- Jac's Add-on for Lovers And Legends @ Planet Elder Scrolls or ElricM
This mod adds three new animations to Mr. Cellophane's Legends and Lovers mod.
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Morrowind Online
- Morrowind Online
You can share items with your friend in real-time and travel throughout Vvardenfell with him/her, with basic navigation and combat with streaming stat synchronization.
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Timeslip and Liztail's MGE:
- Morrowind Graphics Extender (MGE) v3.8.0
Morrowind Graphics Extender is a project by Timeslip to wrap the various direct x dlls in order to add new features to Morrowind. D3DX (Graphic options), DInput (Keyboard input options) and DSound (Sound options) have all now been wrapped. Morrowind Macro Editor (MME) is now also a part of MGE. The latest version includes an Infinite View Distance and distant static like in Oblivion.
Note 1: It includes a built-in MWSE v 0.9.3 which should work with all the MWSE mods apart of those made by Grmcdorman.
Note 2: If you want to get the latest beta of MGE, check the thread (this link may not be up to date depending on the speed of the forumers to add new posts to the current topic :) ) at the Elder Scrolls Forum.
Note 3: You can find an Exception list for the static generation here and an updated one here. If you use Redesigned Vivec by PirateLord, you can find the corresponding Exception list here.
MGE Required Utilities:
- Directx 9.0c Latest Version
- Microsoft Visual C++ 2008 Redistributable Package (x86)
- Microsoft .NET Framework Version 2.0 Redistributable Package (x86)
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Timeslip's MGE mods:
- Container/Barter Tweak v1.0
This mod lets you pick up a whole stack of objects using the middle mouse button instead of having to hold down shift.
- Improved Alcohol Effects v1.2
This mod adds a few scripts that cause blurred vision, staggering and blindness when drinking alcohol. The alcohol potions themselves aren't scripted, and so will stack normally. Staggering is achieved by randomizing the movement controls. The more you drink, the more you feel the effects of alcohol.
- MGE example plugin v1.2
This plugin adds a trap door to the middle of Seyda Neen. Contained within are a pile of shrines which change various global graphics settings. There is also a very basic, bump mapping example. This plugin is supposed to demonstrate the basics of scripting with MGE, so all the scripts are well commented.
- Timeslip's Trinkets 1.1
This adds 4 new scripted items for sale in the Seyda Neen trade house. Available is a night vision helm, (with a real night vision effect, not just a night eye spell,) a zooming bow, a staff of mist and an iconograph.
- Zooming Bows v2.3
This mod adds a few global scripts that modify the behaviour of all bows and crossbows. Bows zoom in at a rate dependent on your marksman skill. Fog is also reduced to allow you to see further. If you keep your bow drawn for too long, your aim will start to wobble, and eventually you will be forced to release the bow. While you are aiming, a thief style crosshair is drawn to the screen.
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Fliggerty's MGE mods:
- Full Paralysis @ Great House Fliggerty or Planet Elder Scrolls
It makes no sense to me that you should be able to open up your inventory and drink a cure paralysis potion while you are paralyzed, or do anything else for that matter.
This simply disables the right mouse key when you are paralyzed.
There is an alternate esp that will also change the standard Potion of Cure Paralyzation to a Potion of Resist Paralyzation.
- The Gambler @ Great House Fliggerty or Planet Elder Scrolls
There is a dice game called Che-han that is played all over Tamriel, mostly played by soldiers and in taverns. The game is simple: a small cup contains two dice. Once a wager is made, the cup holder chooses either even or odd. When the dice are rolled, whether the sum of the pips showing is even or odd determines the winner.
There is an Imperial hanging out in an out-of-the-way corner of Wolverine Hall who enjoys a good game of dice. You may be able to win a set of Che-han dice from him. He also has a few neat trinkets. There is an amulet which, when worn while you have his naginata in your possession, will randomly either greatly fortify or slightly drain your luck, with a different value each day.
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Harlanrm's MGE mods
- Distant Land Fix
This plug-in aims to disable the MGE Infinite View Distance in the following situations: When inside, Blight storms, Ash Storms, Foggy weather, Underwater. This version smooths the transistion between inclement weather and normal weather.
- Tweaked water shader
Tweaks include:
* near water normal is stretched 3x in y axis
* medium water normal is stretched 2x in y axis (far normal is square)
* equalized water normal textures
* doubled reflection distortion
* fresnel not dependant on water normal (it was strange to me to see a wave go by and suddenly the water become more transparent)
* can see deeper into the water, but shallow water still has some blue tint
* eliminated the sun's reflection on water when sun is behind the player
* narrowed sun reflection
* water looks shinier (added additional specular, which is supposed to mimic ambient light reflecting off water)
* added wave effect
* Video
Note: Shaders (*.fx) files should go into \Morrowind\Data Files\shaders\default\. Then, they should be activated by starting MGE, going to the Tools tab, starting the Shader Editor, clicking Edit Active at the bottom of the new screen, double clicking the shader from the listbox, and finally clicking Save.
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Peachykeen's MGE mods:
- PS1.1 Bloom
Adds two PS 1.1 bloom shaders for MGE. Being shader model 1.1, both shaders can run on any video card that supports Morrowind's native water shader, and have little to no FPS hit on systems made within the last 5-6 years.
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Polik GroNak's MGE mods
- Note: Shaders (*.fx) files should go into \Morrowind\Data Files\shaders\default\. Then, they should be activated by starting MGE, going to the Tools tab, starting the Shader Editor, clicking Edit Active at the bottom of the new screen, double clicking the shader from the listbox, and finally clicking Save.
- Note 2: All the comentary about the shaders are from Polik GroNak.
- Blur-Bloom-HDR v1.0
It would take too many screenies to really show what this shader does:
- Dark areas brightened
- Bright areas darkened
- Bloom in semi-bright to dark areas
- Blur-effect and brightening when going from dark to bright
- Blur-effect and darkening when going from bright to dark
- Blur-effect in dark areas
Video
Screenshots: - 1 - / - 2 - / - 3 - / - 4 - / - 5 - / - 6 - / - 7 - / - 8 - / - 9 -
- Sparkler HDR particle test
This is just something I came across while looking over ideas for the new sparkle shader. This isn't the design/style that I plan to use for the new sparkle shader. I decided to put it up here so that anyone interested could take a look.
Basically, it's a sparkle shader that uses 3 levels of sparkles that are different sizes and spin differently. HDR's only role is to slightly adjust brightness and to adjust sparkle strength. It's faster than I expected, which is a good sign for when the new sparkle shader is finished.
Screenshot 1 - Screenshot 2
- Sparkler
A sparkle shader.
- HDR tone-mapping TEST
I might as well show what I have so far for the HDR-tone-mapping shader... Unfortunately it is using a fixed algorithm, which means that the effect isn't nearly as dramatic as it could be. I still am scratching my head trying to think of a way to add up the luminance range so that it can be used for proper tone-mapping.
Screenshot: Before / After
- HDR2 FastFullBloom Sparkle v3.7
Based on Timeslip's FastFullBloom and Timeslip's HDR2.
- HDR2 FastBloom v3.6
One thing I was just thinking about is changing the way HDR interacts with the sparkle passes. Right now, HDR just makes sparkles more transparent or less transparent depending on brightness. What I was thinking about doing was having HDR alter the quantity of sparkles rather than their transparency. It sounds like that might be the thing you were looking for, so I'll alter it and upload a different version.
- HDR2 FastBloom v3.5
Here are the changes:
-I added 1-pixel stretch to the sparkle effect for a .3 fps drop
-I increased the area sparkle will pop up by not saturating as much
-I tried to make sparkles brighter in general
-I adjusted HDR on sparkle so that it doesn't mess up the clouds as much when you look into the sky.
- HDR2 Fast Full Bloom v3 (requires a shader model 3.0 graphic card) and HDR2_FastBloom_v3.1 (requires a shader model 2.0 graphic card)
Screenshot: Before / After
- HDR2 Fast Full Bloom Combined - Simplified (requires a shader model 3.0 graphic card) and HDR2_FastBloom_v2.1 (requires a shader model 2.0 graphic card)
Screenshot: Before / After
- HDR2 + Fast Full Bloom ~~ Simplified
I tried to join a slightly modified version of Timeslip's HDR2 and Timeslip's Fast Full Bloom.
Screenshot 1: Before / After
Screenshot 2: Before / After
- GIMP HDRBloom Sparkle v1.5
Bloom idea from LizTail combined with Polik GroNak's HDR and Sparkle.
Screenshot 1: Before / After
Screenshot 2: Before / After
- GIMP HDRBloom Sparkle v1.4
I wouldn't recommend it. You can try it out to see what I'm talking about. Certain things like candles in the distance sparkle perfectly, but just about anything else bright gets this extreme aurora around it.
- GIMP HDRBloom v1.3
The only change is that I adjusted the Bloom magnitudes so that it is brighter closer to the source and softer further away.
- CelShader v4.0
Screenshot 1: Before / After
Screenshot 2: Before / After
- CelShader v4.0 and GIMP HDRBloom v1.3
Screenshot 1: Before / After
Screenshot 2: Before / After
- GIMP HDR Bloom v1.2
Screenshot 1: Before / After
Screenshot 2: Before / After
Screenshot 3: Before / After
Screenshot 4: Before / After
- GIMP Bloom v1.1
This one seems to give the same effect, but literally no fps hit for me outside or inside.
- GIMP Bloom v1
It looks a LOT like Timeslip's Bloom, IMO.
Screenshot: Before / After
- HDR + Bloom Speedy 2
This is nothing like my original HDR Speedy or Bloom Speedy. I designed this one after reading a couple explanations on what HDR and Bloom were meant to do. In the past, I thought bloom was meant to only bleed bright light into dark areas. Now, I understand that bloom is meant to work with HDR to give the impression that certain light is very bright.
Screenshot 1: Before / After
Screenshot 2: Before / After
- Dungeon HDR
Here, I made a simple HDR shader that boosts brightness in dark areas but leaves brightness the same in bright areas.
Screenshot: Before / After
- HDR6 Modified V3.1
A slight tweak to the zoom-out/blur and zoom-in capabilities by making Scale a float instead of an int.
- HDR6 Modified V3
Another HDR Bloom shader... At this point, the only thing similar to Timeslip's HDR6 is the naming conventions. I made it quicker with only 5 passes this time: Zoom-out/Blur, Bloom, Zoom-in, Bloom, HDR+Bloom.
I tried to make the Bloom and HDR more realistic by:
-Restricting bloom to brighter areas.
-Not adding Bloom on top of Bloom as much in order to preserve colors better.
-Restricting HDR effect on bright views.
-Increasing HDR effect on darker views.
Screenshot 1: Before / After
Screenshot 2: Before / After
Screenshot 3: Before / After
Screenshot 4: Before / After
- HDR6 Modified v2
I decided that my HDR6_Modified needed to pack a little more of a punch for bloom.
Screenshot 1: Before / After
Screenshot 2: Before / After
Screenshot 3: Before / After
- HDR6 Modified
I decided to combine my BloomSpeedy and HDRSpeedy with Timeslip's HDR 6 after seeing several clever code snippets he made.
Screenshot 1: Before / After
Screenshot 2: Before / After
Screenshot 3: Before / After
- HDRSpeedy
It looks a LOT like Timeslip's Bloom, IMO.
Screenshot 1 - Screenshot 2
- BloomSpeedy
It looks a LOT like Timeslip's Bloom, IMO.
Screenshot 1 - Screenshot 2
- Cell Shader: Pixel Shader 2.0 v 1 - Pixel Shader 2.0 v 2 - Pixel Shader 3.0 v 1
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Vality7's MGE mods
- Morrowind Grass Mod and Animated Grass in MGE
The grass mod adds grass in different place of Vvardenfell. The MGE version runs a lot better, and is animated and sways according to the weather conditions.
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Varana's MGE mods
- MGE Foggy Weather @ TES Nexus or (Direct Link to Varana's Website)
The Distant Land feature of MGE lets you see very far during all weather conditions, and while it subtly changes the fog distance with the weather, this is barely noticeable and still far from the vanilla Morrowind experience. This plugin reintroduces real "foggy" weather with significant differences between various conditions, while retaining the greater view distances of Distant Land. This mod does not disable Distant Land during any weather.
Note: In the latest beta, MGE alreay automatically change the view distance depending on the weather. This mod still works, but the view distance change may become too high because both effects are added.
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Yacoby's MGE mods
- Close Inspection
This mod makes it so that when you hover over a object for more than 2 seconds, you will zoom closer to the item you are hovering your mouse over.
- Companion Health Bars
This adds a health bar for a companion in the top right of the screen.
- Short Ranged Teleport
This plugin adds a spell that allows you to do short range teleports to a points within your sight.
- Distant Land Mesh Converter
This program converts MGEs landscape meshes into Morrowind nifs.
- Ownership Indicator @ PES or Yacoby's Website
When you look at a object that has a owner, the crosshair will turn red.
Note: This only works with the default crosshair. Custom crosshairs don't turn red. You just get a red crosshair overlaying your custom crosshair
- Time Display
Displays the ingame time on the screen.
- Toggle Sneak
Allows the player to toggle sneak mode on or off, rather than having to constantly hold down the sneak button.
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Other MGE mods:
- First Person Helm 1.0 @ Planet Elder Scrolls or ElricM or TES Nexus
First Person Helm 1.1 patch @ Planet Elder Scrolls or TES Nexus
First Person Helm 1.1a patch
This mod adds a first person view to most helmets in the game.
Note: the 3 files are required.
- Loch's Brass Telescope
Adds a fully functional telescope.
- Night Vision Enhanced
This mod adds a spell that when cast, it activates the night vision shader, it also adds night eye 25 as an ability, the reason for that is, that the original mod was only aesthetic, if you went somewhere that was pitch black the night vision on Timeslips helm didn't work, so I added the night eye 25, the end result looks awesome, and allows you to see in total darkness.
- Scanti's Shaders
- Vampiric Hunger III and Vampiric hunger MGE Add-on
Vampiric Hunger III add blood hunger, scripted sun damage and many-many other changes for the vampire players of the game. The MGE Add-on adds two fullscreen pixel shader effect to the screen to show when the player is hungry, and a new HUD element, a blood meter, that shows your actual blood level. It will also randomize your movement keys when your blood level is empty, but only if you enable this function.
NOTE: Require Vampire Embrace 2.3 or 2.4
- Zoom
This mod simply makes it so that when you neither have a weapon drawn or a spell readied, you can zoom by pressing the left mouse button. Pretty simple, but very useful.
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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.
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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.
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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
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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.
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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."
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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.
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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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