Game launcher: activate your mod. Open up your Morrowind Game Launcher. The splash screen should come up. Click on Data Files and you will see your mod list containing all the mods you have in your Morrowind/Data Files Folder. Scroll to the bottom of the list and find your new mod. Click the check box to turn it on. Select 'OK' and start the game.
Welcome to, a subreddit dedicated to Bethesda's 2002 dated open world RPG, the third installment in the The Elder Scrolls series. Modding GuidesGetting started with modding can be a daunting prospect for new players. Below you'll find some great options to help you through it. These will walk you through beautifying Morrowind with modern graphics, all while still retaining the original games charm.Installation of the game and the essential mods. Just replace Morrowind Patch Project with contemporary Patch for Purists.Discord ServersHere are the links to Discord servers of the fellow communities and projects.Mod Sites.Related Subreddits.If your submission contains any spoilers, please consider tagging it with SPOILERS or POSSIBLE SPOILERS in the title, for those users who haven't played a million times.To display spoilers in comments: Use Crassius Curio is fabulous(/spoiler) to showPlease refer to the guide on before commenting and posting.
Sorry to ask, since I'm sure this comes up every now and then, but I haven't been able to find a solution that works for me yet and I'm about to pull my hair out from frustration.Nostalgia kicked in and I decided to buy Morrowind and play through it again, so of course I need to mod it all to hell. I've been following the Morrowind 2016 pastebin guide to give the game a facelift and wanted to check some of the changes about halfway through, so I booted it up and.nothing. Same old Morrowind. I was really only looking for the pluginless replacement changes and didn't bother activating any data files, so I was a little confused. I opened the launcher, checked off Better Bodies since it'd be immediately noticeable, and clicked play, but then I got that box saying 'Steam is launching Morrowind' or whatever and the launcher opened again. This time when I opened the data files, there were none showing. Only the three ESMs and my test save.
I'm kinda lost as to how to get this working. Any help would be appreciated.I've already run the code patch and checked the dates on the BSAs, so they should be fine. I've also run the 4gb patch and the exe optimizer, and got MGEXE to finally work after messing around with admin privileges for a bit, so everything should be run as admin.
Disabled UAC too for good measure.One thing I did notice is that when I open the launcher itself from the Morrowind folder, everything shows up, but clicking play just leads to it restarting like I mentioned above. Opening the Morrowind.exe itself from the folder just brings up the launcher without the data files.I'd dig my battered old disc copy out of storage and just play it that way, but at this point I've spent about 8 hours working on this and I'm not going to let it defeat me.
This is a changing guide. While complete, it is still very open to changes and new sections. Morrowind 2019: Thastus EditionThe, License and other info can be found in the rest of the repo. If you want to discuss this guide, we have a channel called #thastus. Table of Contents.Introduction Before We BeginYou must have an official copy of the base game!
Pirated/torrented copies will not work! You need an official CD, the Steam version, or the GOG version. This isn't just hearsay, this is true of every Bethesda game Morrowind and forward. All mod tools (LOOT/BOSS, Mod Organizer, Wyre Bash, MWSE/OBSE/SKSE, xEdit, etc) and even many mods themselves just don't work properly on unofficial copies of the game. The exact reasoning is fairly technical in explanation, but it's not an anti-piracy measure, it's just a fact of the game engine and how tools hook in. I'm not inherently anti-piracy, I actually think it has a lot of value for several reasons. However, for the sake of this guide, if you don't have an official copy you can expect everything to break.
You likely won't even be able to start the game properly. As a veteran player of the series, I offer exactly 0 help if you don't have an official copy.You should always read the mod page or glance through the readme of any mod we're downloading, so you'll at least be aware of what you're getting and what your options are. Mod are, above all else, personal preference.
Knowledge is power! Regarding Open MorrowindOpen Morrowind is an open-source engine created by fans for Morrowind. It performs significantly better than Morrowind's original engine, while also fixing many bugs and issues the original had while offering enhancements and new functionality - like multiplayer support.While many of the mods here may be compatible with OpenMW, many are not. Do not attempt to follow this guide with OpenMW!
It is an amazing accomplishment by the community, but this guide is not attuned to it. Regarding Mods With Bethesda ArchivesMods with archives (.BSA files) need to be added into the Morrowind.ini file. However, we have a tool to automate the process that can be foundAn example for handling it manually, using mytestmod, which has a file called neat.BSA. ArchivesArchive 0=Tribunal.bsaArchive 1=Bloodmoon.bsaArchive 2=neat.bsaNOTE: You must edit the Morrowind.ini inside your Mod Organizer profile that you're playing on for it to have any effect. Assuming you didn't rename it, it's under Morrowind/Mod Organizer 2/Profiles/Default/Morrowind.ini. Regarding Mod Organier 2 (MO2):Mod Organizer 2 is a mod organization tool, similar to Wyre Mash, Oblivion Mod Manager, Vortex, Kortex, Nexus Mod Manager or others. However, it is a far better tool than most of them and is the tool of choice for this guide.
It makes maintaining massive, complicated load orders a breeze.If you would like an excellent tutorial series for using Mod Organizer 2, I recommend by Gamerpoets. You can also ask on the Mod Organizer 2 discord, or even on the Skyrimmods discord if you like.All installation of mods (with minor exception, mainly for tools like MGE/MCP/Mlox) will be done with this tool, which has had built-in support for Morrowind for some time now.
It is highly recommended, as it allows you to very easily disable files/folders or mods, supports subfolders within mods, re-order mods or plugins and otherwise. It makes maintenance of a large mod list effortless, hence its heavy adoption in the Skyrim modding scene. (Do not substitute with NMM, Vortex or otherwise. It will break things.)With MO2 you will never need to reinstall a mod or the base game if it is used properly, no matter how badly you mess up.However: is an excellent alternative.
While a little less friendly at face value, it offers a similar ability to revert the game and mods to their base state upon revising your list. It's a fantastically made tool, and we'll be installing it anyways for some of its feature set. (Note: You cannot use both to manage mods - either one or the other. If you're following our MO2 steps, you'll only use Wrye to make multipatches and to clean mods. Installing mods through both will cause issues.
Don't do it.)Note that mods not on the nexus (like the various links to.ZIP or.7ZIP files) can be and should be installed via Mod Organizer 2 as well. It provides an 'Install Mod From Archive' button in the top left that will handle this for you, with a couple exceptions I mention in the guide.Because we're using MO2, the order you install and enable mods is meaningless. You can change the order of mods in the left-hand pane and right-hand pane at any time. Download ubuntu server. The left hand pane defines which files (like textures, sounds, meshes) will take priority, while the right pane defines which plugins (and thus which records) will take priority.Mod Organizer 2 has INI files for each profile you create. This means that if you try to edit files like Skyrimprefs.ini or otherwise, you will find they have no effect - unless you modify the ones inside MO2's profiles folders. MO2 also offers a button in the GUI to directly edit the INI files if you like.Note: When I say 'Disable' regarding a file, I'm referring to the 'HIDE' feature MO2 gives. If the guide says to 'Disable' a file or folder, that means 'HIDE' it.
However, the original guide had a lot of 'DELETE' wording. I simply find/replaced that with 'DISABLE'. There are likely many instances where with using MO2 disabling like the original guide suggested is unnecessary - just let another mod take priority. However, I have no way of knowing immediately which disables would be pointless, so I'm leaving them in for nowWarning: Do not enable 'Automatic Archive Invalidation' when using Mod Organizer 2 for Morrowind profile.
This is needed for a bug introduced in Oblivion. However, if used in Morrowind it will break things like Distant Land generation.' NO GAME DATA AT TOP LEVEL is common for many Morrowind mods. All this means is that the folder structure of the mod is not exactly what Mod Organizer 2 is expecting. MO2 provides a small tutorial on this warning and the fix is very easy. Just expand the folder inside the warning, and look for the 'Data Files' folder.
Right click it and select 'Set Data Directory', while will fix the warning. Some Morrowind mods however include patches in other directories in the mod, and for those we must manually un-zip the archive, move the relevant files, and then re-zip it and install via MO2 as normal.
I will warn you when this needs to occur. Regarding Russian Websites:Some of the websites used in this guide are only in Russian. The ones that do should have a fairly obvious download button, but Chrome out-of-the-box offers a translate feature that may help you, and Firefox can also perform the translation via something or other, similar tools.For your own safety downloading files anywhere on the web (especially a site where you cannot easily read the text), I highly recommend you install a competent ad-blocker like. Bump-mapped mods:A lot of links in this guide will have bump map versions available, especially once we hit the architecture section.
I don't know all the technical details of it, but bump mapping in Morrowind isn't quite like what you'd expect it to be. It's often very shiny looking, sometimes plastic-y, and it can make things look very bright depending on the reflection texture used. This is fine for metals and wet looking plants (it looks great on mushrooms, in my opinion), but can sometimes look a little weird on architecture.
That means, if you ever have a choice between getting a bump map or no bump map version, the choice is 100% yours. If you do download a bump map version and decide you don't like it, you can get rid of the bumps by deleting the meshes that were included in the mod, and you can also disable the normal maps (usually they have nm or n at the end of their filename) if you want to save space. MWSE - The Morrowind Script Extender:Momentarily in this guide, we'll have you install MWSE.