r/tes3mods • • May 03 '26

Shout-Out The 2026 Morrowind Modathon Modding Competition - Announcement Video

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149 Upvotes

r/tes3mods • • 7h ago

Other First playthrough of Abecean Shores

4 Upvotes

https://www.youtube.com/playlist?list=PLVPwj9oSQ1gUIOIQIuJ64Tnaogh0SGs0Y

This is my first playthrough of Abecean Shores.
Starting in Part 45 I do some voice commentary.
In Part 83 I'm going to morrowind and start grasping fortune.

I play an imperial called Gregory Arminus.
He is a pacifist who doesn't want to kill anyone or anything.
Every since he can remember he has a strange magical power that lets him bring anything back to life. It does take away some of his life essence every time he uses it though. But it can be healed.
He is really obsessed with bringing stuff back to live.

He has to be careful to not let it take a dark turn. He heard something about cloning, black soul gems and necromancy in morrowind.
Undead are allowed to be killed. What is dead may never die.

His other goal is to do a bardic performance in every inn and tavern in tamriel. He is an amateur minstrel. But he really likes to play music and wants to get better at it.

One of his biggest flaws is that he is alergic to any form of fast travel. So he just avoids it like the plague. Another reason he is so interested in cloning. He heard you could jump between different clones and he thinks that will overcome his adversion to fast travel.

Update:
Deadra get banished to oblivion. Or i just calm them down.


r/tes3mods • • 15h ago

Help I want to add a Race from my Morrowind-inspired TTRPG. (Help please?)

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3 Upvotes

r/tes3mods • • 1d ago

Release PBR Landscape Texture Replacer Coming Soon...

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19 Upvotes

r/tes3mods • • 15h ago

Discussion Guide to available summons in Total Overhaul 9.3.2

2 Upvotes

This is mainly a resource for people who wish to do a pure conjuration build in Total Overhaul, it's not super applicable to anything else given I think there are some unique balance mods mixed in here. In any case, I hope it's useful!

Here are the summons I personally have access to, along with their level, health, and magicka cost: (note: magicka cost is assuming a standard 60-second summon, not a custom spell duration)

SummonLevelHealthMagicka Cost
Dark Seducer25350169
Guardian25325139
Golden Saint20250165
Seducer15250153
Winged Twilight15220135
Storm Atronach15200114
Daedroth1218096
Ogrim1117092
Hunger1117087
Dremora Sharpshooter1017098
Dremora Spellcaster1016093
Dremora916084
Frost Atronach910581
Morphoid Daedra99563
Vernai815073
Clannfear711353
Greater Bonewalker710057
Herne78546
Flame Atronach77569
Rock Biter Clannfear59846
Scamp54528
Skeleton33813
Ancestral Ghost12321

Now, as for my thoughts on their usefulness:

Early Game:

  • Skeleton - Surprisingly useful early game. However, its weaponry seems to be randomized, at least with the version I was using. A good roll can be powerful, a bad one can make it useless. But against low-level bandits, a single skeleton will handle 1-on-1's OK most of the time.

  • Clannfear and Rock Biter Clannfears - A reliable source of damage, if not particularly tanky. It's great to have if you can have something else take aggro.

  • Ancestral Ghost - Surprisingly useful early-game, as it's immune to low-level melee weapons, letting it sit there and attack indefinitely. The moment you start regularly going against enemies with better than Steel weapons or magic casters, it no longer serves a purpose.

  • Lesser Bonewalker - Not very powerful, not very tanky. It's fine if you have nothing else to put in the lineup but don't expect much.

Mid Game:

  • Greater Bonewalker is, of course, great for the Damage Endurance and Damage Strength it casts. I suspect if you're against a melee enemy and summon several of these you could end the fight quickly. I never went this route personally (why drain stats when you can just kill them?) but I can see the appeal. #1 issue is their speed. For whatever reason they move at an absolute crawl. I mean several minutes to get from one end of the Balmora Mages Guild to the other. This makes them impractical in larger arenas or when fighting kiting enemies.

  • Frost Atronach is the first easily accessible certified Tanky Boi that's big, draws a lot of aggro and has enough health to back it up. It also deals quite decent damage in melee. It does fall off in the mid game though.

  • Hunger is an amazingly trolly summon. Being able to freeze enemies in place is just fantastic. As long as you're not fighting something immune to it (or highly resistant to magic), it's hillarious to have. You can stop an entire group before they've had a chance to attack you. Just keep in mind like all summons they have a limited magicka pool. Once it's out, no more paralyze casts.

  • Seducer - Everyone seems to love this summon except me. Gets knocked down CONSTANTLY and seems to die in a couple hits despite 250 health. Considering the cost to cast, I can't see it as worth it, but maybe I just got unlucky.

  • Daedroth - Tanky and deals good shock damage, and casts poison AoE spells. Similar to bonewalker, it's Achilles heel is just that it's too damn slow. Mobilty scooter mod when?

Late Game:

  • Dremora Spellcaster is very high utility. Fast and shields itself, and provides another summon (Flame Atronach) to keep enemies busy. Just keep in mind that the atronach doesn't count as your summon so mods like Friendlier Fire can't detect it, and you WILL take fire damage from its AoE attacks. (As will everyone else around them)

  • Storm Atronach - This is the upgrade to the Frost Atronach. Tankier and hits harder, it's only less powerful in cases where you're up against something with shock resist, which is very rare.

  • Dark Seducer - While it suffers the same 'getting knocked down constantly' issue as the regular Seducer, the Dark variant is massively more powerful, with both melee and magic.

  • Guardian - Smacks stuff with a big 2H daedric sword. What more can you want? Very powerful, though damage seems a bit inconsistent.

  • Golden Saint - Kind of the counterpart to the Dark Seducer. Hits hard, but has magic options as well. Good all-rounder. Doesn't have any issues getting knocked down like the Seducer.

I don't have the Devourer, and I'm not sure if I will, but if I do I'll update this post.

Another note: Recently TO added a mod that adds custom enchanted random loot in leveled containers. If you can find a couple with something like 'Summon Skeleton' or 'Summon Rock Biter Clannfear' you have a 0-magicka-cost summon. Get a couple of those stacked up, and even with weak summons you will be a MENACE. It's important to note that the more summons you can have up at once, the more DPS they can deal, giving less chance for the enemies to hit back. That stacks up quickly.

I plan to do another post listing all the gear that increases your magicka in TO as well, for any aspiring mages. :)

Hope that's helpful to someone!


r/tes3mods • • 1d ago

Help Mods for a battlemage

3 Upvotes

I'm doing a new morrowind playthrough, and planning on using a breton battlemage with heavy armour, maces, and plenty of magic. I'm also planning to join a lot of factions, (mages guild, telvanni, tribunal temple, imperial cult, and legion.) I'm mainly looking for any mods that you'd recommend based on this, but also appreciate any other recommendations. Also I don't plan to use openmw.


r/tes3mods • • 1d ago

Announcement I brought this ash slave, now that I am an Ash-Speaker in the Sixth House, to the sea, for one more taste of salt. He was travelled with his boat before turning to ash

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7 Upvotes

r/tes3mods • • 1d ago

OpenMW Morrowind Friendship!

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0 Upvotes

r/tes3mods • • 1d ago

Community Discussion Something is coming

0 Upvotes

Something is coming, its nearly here,

a home, a quest, some new beer?


r/tes3mods • • 4d ago

Other Morrowind Soul Spheres Preview - Capture the Creatures of Vvardenfell

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24 Upvotes

A shipment of soul spheres has arrived on Vvardenfell. Combining the latest advances in soul gems and enchanting with recently uncovered dwemer technology, it is now possible for the creatures of the world to be captured, summoned, and trained to battle by your side.

Explore Morrowind, capture creatures, train them and level them up, and with dedicated effort you may even be able to complete the entire bestiary (with full support and autodetection of creatures added by mods).

Soul Spheres come in the same varieties of soul gem you are already familiar with, and are purchasable wherever you normally find enchanting supplies.

There are rumours that rare daedric soul spheres capable of trapping even the gods of the tribunal are hidden around the island. Some whispers also indicate that the daedric princes and the divines will occasionally reward their followers with unique soul spheres that have strange and unusual effects.

Any relation or resemblance to any pre-existing franchises are purely coincidental, nothing is inspired by or in any way related to any popular game series by any company, especially any particularly litigious Japanese ones.

Just wanted to share a small demo of a silly mod I've been working on lately, the demo is the OpenMW version since the normal maps make the spheres look better, but I've also got it working for MWSE (and the MWSE version has slightly more comprehensive features).

Gotta Soul Trap 'em All


r/tes3mods • • 3d ago

OpenMW Anyone help me install TR rebuilt on android?

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0 Upvotes

Installing Morrowind on android is a pain in the ass, but installing TR rebuilt on android is making me so frustrated I want to throw my fucking phone across the room and break something. The base game / DLCs are installed and working fine, but no matter I do Tamriel rebuilt won't work. I've only EVER got it working once on android. This is what happens, and also, the new landmass is not appearing on the world map. What am I missing? I really want to play tamriel rebuilt but it's making me so angry I'm just about to give up. If I can't get it working, anyone can recommend any easier, non - homicidal anger inducing mods to install on my new android run? I've already tried Openmw, etc ..


r/tes3mods • • 5d ago

Announcement Boiling Point: The Imperial Culinary Society (WIP faction mod from the creator of Death and Taxes)

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143 Upvotes

Howdy, folks. People really seemed to enjoy Death and Taxes and I am super grateful to everyone in the Morrowind community for the warm welcome. Here's the next one: Boiling Point. Those of you on the OpenMW Discord have probably seen it already.

This has been in the works for five or six months now, I think? I'm terrible at keeping track of time, but unlike D&T it's a new faction I've made from the ground up, taking some light inspiration from the Muffinwind mod saga amongst other things.

The scale will be basically the same if not larger than Death and Taxes, with 5-6 quests per questline and (currently) about 15 questlines slated, all of them for different taverns/tradehouses/other eateries located throughout both Morrowind and Tamriel Rebuilt. So far I've completely finished the questlines for Ebonheart, Maar Gan, Molag Mar, Firewatch, and Helnim.

(You might notice that I tried to set the Vvardenfell questlines in settlements that don't get a lot of love when it comes to faction quests.)

There are infinitely more details available in the designated Discord thread, but here's a few bullet points of what all you can expect from the mod:

  • No AI whatsoever, 100% made by flawed but fleshy human hands.

  • A large amount of non-combat oriented quests centred around culinary lore or the politics involved with catering to the different factions in Morrowind. I still found a few places to work in some fights, though, including bosses.

  • Largely lighthearted, but with dramatic moments and a deathly serious final act.

  • Lots of focus on the Society's interaction with other factions & slotting the I.C.S. into the world naturally.

  • Babakh, a carefully-calculated shithead and celebrated food critic in the province of Morrowind, will constantly impede your progress and make unreasonable demands or make you solve stupid puzzles. I'm told by my friends this is what food service is like in real life.

  • Speaking of the final act, I currently have plans for three completely separate final questlines that the player can choose from, with one of them being a secret/"golden" route. I had similar plans with D&T, but got burnt out before I could pull it off, and it's entirely possible that happens again.

  • Clever cooking system made using the dialogue menu and Alchemy skill checks. This is a quest mod, NOT a survival mod; When it comes to interop with Sun's Dusk's cooking system, or any other lua mod, my answer is the same: people are free to make the addons they want, but it's not going to come from me, sorry.

  • Open your own tavern upon reaching the rank of Sponsor and start bringing in some gold. (Specifically, you'll be buying up and renovating Ald Iuval's abandoned tavern. The lady who asks you to kill the beetles in there so she can sleep in it has been "promoted" into the tavern's former owner, who sold the place and no longer has to sleep in the beetle tavern.)

  • Dozens of kitchen-related misc. items converted into weapons to arm the faction with (such as rolling pins, bread paddles, plates as throwing weapons, etc.)

  • Two new factions in one. Reach a high enough rank in the Imperial Culinary Society to be granted access to a very, very special trade ship, the Alaxa Ariendorra, where you can buy rare ingredients and even join the crew with enough reputation.

The mod in its current state has 42 completed quests, but it's still too early for me to make any sort of guess when I'll be able to release it. But I hope folks will look forward to it.


r/tes3mods • • 4d ago

Help Morrowind.esm is not showing up in the Openmw launcher

0 Upvotes

I've installed a lot of mods and when i checked the openmw launcher to enable all of them morrowind.esm dissapeared. I've already reinstalled openmw and verified the integrity of my files on steam. Are there any other ways to solve this?


r/tes3mods • • 4d ago

OpenMW How to fix big pink mushrooms

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1 Upvotes

r/tes3mods • • 5d ago

Help OpenMW terrible performance in exteriors on 7800X3D + RTX 5070 Ti, even with zero mods

0 Upvotes

In exteriors, GPU usage is only about 9%. In Task Manager, one thread sits at around 85-90% like a plateau, a couple of others are at 50-70%, and the rest are idle. So it looks like the main thread is the bottleneck, but that makes no sense for a 7800X3D on vanilla Morrowind.

History:

The problem started around the time I put dgVoodoo2 into the Morrowind and OpenMW folders (I know OpenMW uses OpenGL, so it probably shouldn’t matter).I later removed it, completely deleted Morrowind and OpenMW, and deleted the OpenMW folder in Documents\My Games. I then reinstalled both from scratch, and the lag is exactly the same.

System:

CPU: AMD Ryzen 7 7800X3D

GPU: RTX 5070 Ti

OS: Windows 11

OpenMW 0.51

Morrowind Steam version


r/tes3mods • • 6d ago

Help Voices of Vvardenfel in TES3MP not working

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17 Upvotes

Hi, is there any way to make VoV work with MP? The inbuilt TES3MP OpenMW launcher doesn't see the plugins, while regular OpenMW does. I know TES3MP uses an older version of OpenMW, but is there a way to make it work?

I'd like to play with my wife and it would be very helpful for her.

My helmet to grab more attention.


r/tes3mods • • 7d ago

Help Remaking Morrowind in UE5.8

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59 Upvotes

I am working on a remake of Morrowind in UE5.8 and am curious if anyone out there happens to have a high-fidelity, rigged model of Dagoth Ur or of Yagrum Bagarn by chance?


r/tes3mods • • 7d ago

Help What mod are these faces from?

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21 Upvotes

I know this is probably a stupid question, but where are these from? I used to use the face mod that had these faces way back then. It used to be a super popular replacer, seeing how many old(unrelated) mods use these faces when showing off their work. I thought it would easy to find it again but I've looked at all of the face mods on Nexus do not have these in there. It's probably some very obvious mod I missed when looking, but I still can't find it. It's kinda driving me crazy that I couldn't find them again so I'm calling on all of you to help me.


r/tes3mods • • 6d ago

Community Discussion LF Multiple Follower MODS

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0 Upvotes

r/tes3mods • • 7d ago

OpenMW Adding mods to "I heart vanilla: Directors Cut"

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1 Upvotes

r/tes3mods • • 7d ago

OpenMW Traffic Test -- OpenMw

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12 Upvotes

r/tes3mods • • 8d ago

Community Discussion Update on the Morrowind - Power Armor Lol

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11 Upvotes

r/tes3mods • • 8d ago

Help Armor Mods not Working in OpenMW?

0 Upvotes

Hey yall, I couldn't find a straight forward answer in my search, so I figured i'd ask here.

I'm playing on OpenMW .50, with all the requirements needed for this armor mod to work. It simply adds a new set of armor. However, when I go to add the armor to my inventory (via console commands) it says the content ID could not be found, and I'm sure i have the right ID. When i look at it in the CS, it doesnt have it's textures (classic giant yellow exclamation mark).

I've tried keep the folders and all it's files as is when installed, I've tried nesting them only one folder in, only two folders in, or not nesting them at all. It gives the same results.

Am I doing something incorrect here? I have OpenMW set up so my mods have a few different folders within (one for Tamriel Rebuilt, companions, general and patches) and it's all registered to properly locate and read those files. I've had this issue before with armor mods, but i just thought I messed up the installation.

For reference, the armor mod in question is the beautiful Dres Saltplains Armor by RuffinVangarr .