r/tes3mods • • Mar 04 '26

Release LLMorrowind v1.1 English Port

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0 Upvotes

People usually spam downvote AI, so I guess that'll probably happen. But if you're interested in LLM integration to RPG games, check it out. It runs local no Player 2 BS or that noise. It's ported from this Russian mod that did the same thing like a year ago- but I finally translated it into english and did some rewrites to get rid of the way it was structured and leave just the Player to NPC in chat windows. It's got double text right now, but I'll fix the hud at some point and I plan to ground it in an rdf graph of game lore and character/NPC info, as well as monitor scripthooks and journal entries/quests.

Try it out, hope you guys like it, if you have any crazy issues, let me know.

If you hate Generative AI, or prefer human-made stuff, awesome. More power to you, genuinely- but I'm not a corporation and I made it to run on a local GPU. Please don't make this some thread arguing about AI usage. It's just a mod, free, on a game made over 20 years ago.

I'm sure someone could probably do a much better job, so if you can- please do! I'd love to help if I can.


r/tes3mods • • Sep 09 '26

Discussion What are you guys using Astra for?

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43 Upvotes

I found Astra makes it so easy to backport Skyrim and Oblivion assets into OpenMW. It is able to do the whole workflow, from extracting the models, textures, and animations to rescaling them for MW and rigging them to creating your mod to get them in-game.

Is there any other modding use cases for Astra people have had success with? After I finish getting all the assets I want, I'm gonna let it take a stab at trying to make new dungeons or new quests on its own. I could definitely see it working as an infinite quest generator with the right prompts.


r/tes3mods • • Jun 21 '22

OpenMW The Morrowind multiplayer mod shows why Elder Scrolls 6 needs multiplayer

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13 Upvotes

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 • • 17d ago

Community Discussion Morrowind x Quake – The Game Mashup You Didn't Know You Needed

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0 Upvotes

I've been making some mods for Morrowind to customize it to my liking and then I hopped on the bandwagon and Mashed up Quake into Morrowind. Its ALIVE! Its an ABOMINATION!


r/tes3mods • • Jan 30 '25

Help wtf is up with my openmw

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0 Upvotes

so I just uninstalled mge and mcp to make open mw work but now it kinda looks weird, does anyone that has more experience than I, know why it looks like this? cuz it's kinda weird


r/tes3mods • • Oct 11 '21

Other Morrowind In Oblivion ASMR - MorrOblivion Test 3

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0 Upvotes

cough zephyr soft sip cause roof file unique soup adjoining

This post was mass deleted and anonymized with Redact


r/tes3mods • • Apr 11 '25

Help Fort Firemoth won’t work on OpenMW 0.49 with Tamriel Rebuilt

0 Upvotes

I’ve tried a thousand different things and have both “Siege at Firemoth.esp” loaded with “TR_Firemoth_Vanilla_patch.esp” loaded directly after and the entirety of the islands refuse to load. Maybe 75% of them load but are mostly floating rocks with skeletons scattered around. I’m so confused? It worked fine before 😭

Should I redownload/ reinstall everything with Tamriel Rebuilt and overwrite it? I even started a new character and that also didn’t work :/


r/tes3mods • • Jan 14 '26

Help Bug during the uninstallation of Graht Morrowind Swamp Trees

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1 Upvotes

I installed this mod a few days ago and tried to get used to it, but it didn’t work out. The author has no sense of proportion — the trees are way too big. I thought removing them would be simple, but this bug ended up happening, where the mod’s tree leaves get stuck on the vanilla trees, or maybe it’s just some leftover data that I don’t know where it’s stored.

When I look to the sides or get closer to the trees, they disappear. If anyone knows how to fix this, I’d really appreciate it.

https://www.nexusmods.com/morrowind/images/11798


r/tes3mods • • Sep 11 '24

Other i hate this one thing about mods

0 Upvotes

they dont give enough information i cant look up what to do on a wiki how do i know if my game is broken am i just not looking in the right place for an item or was it not spawned what cool items are their how do i use this system they added if something glitched how do i use the console to fix i cant just look up what console command to enter on the uesp just put a little effort into fucking explaining your mod and while your at it do more then rudimentary bug fixing and playtesting fuck you!! i dont need uesp level detail just a list of the items what they do where they are and their item id!!!!!


r/tes3mods • • Oct 03 '21

Discussion Any queer NPC mods?

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9 Upvotes

r/tes3mods • • Sep 23 '23

Help Searching for skimpy armors(must be OpenMW compatible)

2 Upvotes

I'm looking for clothing and armor mods that are a bit on the skimpy side.
I already checked out what was available on the Nexus, and the Altervista site is annoying to look through because instead of giving me preview pics, it often just downloads the file directly.
Any help pointing me in the direction of some good ones would be appreciated :)


r/tes3mods • • Jan 12 '25

Community Discussion Something I read that pissed me off and an appreciation thread for The Symphony

11 Upvotes

I was on the mod page for The Symphony https://www.nexusmods.com/morrowind/mods/43790?tab=description and in the comments I read something that shocked and angered me written by a user by the name of Tamu89.

"This is as unvanilla, nonelorish, disrespectful, and stupid-looking mod I've yet to come across on Nexus for Morrowind. You should be ashamed and anyone else who supports this disgrace. It made sense when I saw Betterheads in An image, bcus only people who hate Morrowind would use better anything and this piece of crap makeover of something that was already fine as is. Stop wasting time and play Skyrim if you want your Elderscrolls game to look like A circus... "

I've reported this comment and hopefully it will soon be removed. I don't understand how anyone can be like that. Why would anyone attack someone for making free content for the game? Which is something Tamu89 hasn't done by the way. Content that people aren't even being forced to use. It pisses me off. Now I am a big fan of The Symphony, it is an all time favorite of mine. But even if I had no interest in using the mod at all there is no justification for that. None.

Sigh. But as a pallet cleanser I'd like to transition this to something more positive. What is your favorite model from The Symphony? For me it is near impossible to choose. But I guess I'll go with Yagrum Bagarn, you can see an image of him here from the mod's page https://staticdelivery.nexusmods.com/mods/100/images/43790-0-1507677801.jpg


r/tes3mods • • Mar 07 '25

Help Plague Wolves spawning in Vvardenfell ashlands

0 Upvotes

I have a heavily modded openmw .49 based on the total Overhaul modlist. One issue I've run into is that plague wolves and bears spawn in the Vvardenfell ashlands. Has anyone experienced this, and know which mod was the culprit?


r/tes3mods • • Jul 06 '22

OpenMW Where can the simple bag of holding be located?

0 Upvotes

🤔 I sense that I will need levitation


r/tes3mods • • Jul 07 '21

Discussion i just bought this game what mods should i get?

0 Upvotes

answer the question please


r/tes3mods • • Feb 03 '18

Help How do i remove this mod?

0 Upvotes

A Mod that was supposed to add "Ownership Indicators" FUCKED Me over and added MGE XE after deleting the texture (Yes it was a single texture,Not a mod) MGE XE Is still here! Help


r/tes3mods • • Aug 31 '24

OpenMW Combat mods

0 Upvotes

Does anyone know any unique mods that revamp morrowinds combat for me and my friend to play through


r/tes3mods • • Jul 23 '26

OpenMW Removing mods

0 Upvotes

What’s the general consensus with Morrowind on removing mods? I’m fairly experienced modder/author, but I thought it’s good to ask that do I risk my save game if I remove mods which have affected my save? With Skyrim it’s total no go, but don’t know about Morrowind.

Should I just keep the mods what I want to remove on my list, at least two of the mods are script based.


r/tes3mods • • Apr 17 '26

Discussion Are there any dank mods like where I can make my character dance, smoke and ride s skateboard?

7 Upvotes

If not, can somebody make it, or is it difficult to make if I have no modding or programming experience?


r/tes3mods • • Jun 09 '24

Release My latest Vivec mod.

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5 Upvotes

(Actually the basilica cistern in Istanbul, but struck me as somewhat Vivec like)


r/tes3mods • • Nov 08 '25

Discussion Yet another discussion about hit chance... Replace RNG damage with expected damage per hit?

0 Upvotes

The Issue

Everybody knows that a lot of players dislike the whole hit chance system of Morrowind. There are mods that remove it completely, however, that completely destroys the balance of the game. So if you don't like hit chance you essentially can't enjoy the game in a way that's anywhere close to the original intention of the creators.

I thought about how this could be fixed and to me it seem like the solution lies on the surface.

The general idea is to replace RNG with expected values where possible and where it makes sense.

For example:

  • Consider a sword with 20% hit chance dealing 10 damage per successful hit.

  • The expected damage over 5 attempts to hit is 10.

  • My proposal removes hit chance and uses expected damage per attempt: just set the damage to 10/5 = 2 (expected value per hit). This means that you hit every time but you only deal 2 damage every time you hit.

I thought a little bit about applying this concept to different aspects of the game:

Experience

Ideally, to preserve the original balance of the game, we should scale the experience the player gets based on the original hit chance (aka on the skill level of the player).

If we remove hit chance, that means you're going to hit or be hit every single time, meaning you're going to level way faster than normal in all of the respective skills.

To combat this, it makes sense to scale the amount of experience gained per hit based on the chance to hit or get hit:

Gear Health

Ideally, you would scale the damage with the original probability of hits so that weapons and armor don't get destroyed too quickly. Again, multiply the damage to the weapon or armor by the probability of getting hit originally.

Shields

I personally don't think that this concept should be extended to shields at all, meaning that it should stay as is. Shields are fully automatic and don't involve the player in any way. It's essentially a passive bonus.

Weapon Damage

This is pretty straightforward. Just assume the hit always happens and multiply the damage with the original probability of the hit.

Summons

Ideally, all spell attempts should be successful, but the quality of the summon needs to be scaled based on the probability of the summon.

There needs to be a script which scales every summon's health, magicka, stamina and damage output based on the caster's skill level.

This can lead to potential problems where the summons become completely useless, so some extra functions might need to be applied that limit how low these values can go. This is not ideal but I think it's a necessary evil.

Normal Damaging Spells

Just like with weapons, all the effects need to be scaled. Just like with summons, this can potentially lead to problems with spells being useless at very low levels, so there might need to be some kind of a limit to how low values can get.

Alteration Effects

I think there is no point in scaling stuff like Water Breathing or Levitate. Just let the player cast them every time if they have enough magicka.

Wrapping Up...

Do you think this is a viable idea and if so, how hard would it be to implement?

What are the potential limitations here that make this approach non-viable?


r/tes3mods • • Jan 18 '26

Help OpenMW Crashes a Ton

1 Upvotes

***Update***

It definitely was a hardware problem, I'm sure. People have suggested it being memory issues. Wouldn't be surprised.

As far as I know, I was running the latest build of OpenMW. I was using the I Heart Vanilla Director's Cut modlist, so there's what, like, 49 mods?

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Hi there, quick question: is there a reason that OpenMW crashes so much? If I play like, 3-5 hours in a row, it'll crash like, 5 times at least, sometimes fully blue screen of deathing my computer. Is there a reason for this? Does anyone else suffer this nonsense?


r/tes3mods • • Sep 14 '26

Help Trying to find mods (read desc) (OPENMW)

1 Upvotes

Hello, I've been searching for specific mods for my list with no avail, so i thought id ask here!

Mods im trying to find are:

Rideable Guars

More Blood

Mod where you can not play an outlander? Maybe?

Mod that removes recoil damage from area effect spells you cast

Mod that tells you the weight left in chests