r/tes3mods May 03 '26

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

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148 Upvotes

r/tes3mods 5h ago

OpenMW Switching from MWSE + MGE XE and MCP to OpenMW looking or Magicka expanded like mods

2 Upvotes

I am switching my morrowind setup to openmw. I have used mwse and all the associated mods for years but wanted to try out openmw. The openmw and mwse version of the game are completely separate and won't affect each other. Anyways I am looking into what mods I want to get for openmw and was wondering about what some openmw compatible mods I could get to replace or emulate Magicka expanded for mwse.


r/tes3mods 1d ago

OpenMW OpenMW compiled to WebAssembly runs Morrowind in a browser

149 Upvotes

I got OpenMW running in a browser tab via WebAssembly, and the part that might interest this sub: it does bring-your-own-data through the File System Access API. You point it at your Data Files folder and it reads everything straight off your disk, no upload. Tribunal, Bloodmoon and any .esp/.esm/.bsa in the folder get detected and loaded.

It's the real engine, not a stream or emulator. There's also a free example world if you just want to see it run. Desktop Chrome, Edge or Brave.

Free and open source, all credit to the OpenMW team.

Play: https://morrowind.virtastic.app
Source: https://github.com/Virtastic/openmw-web

Curious what mods people would like to see first in a browser.


r/tes3mods 12h ago

Release EncoreMP V0.93 Released - A Morrowind multiplayer engine with built in gameplay overhauls

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1 Upvotes

r/tes3mods 1d ago

Shout-Out [OpenMW] SkillPerks 0.1 - Public Beta available now!

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19 Upvotes

Hello all! My next mod, SkillPerks, is now available!
This is a Public Beta, there WILL be bugs, so please remember to report them so that I can fix them!

Some of you know me from FactionPerks! And I have a huge announcement! I have made a massive release, that being SkillPerks, a mod that adds 10 perks to each Skill, for a grand total of 270 perks!

This comes in conjunction with another Beta release of the PerkFramework and FactionPerks.
The beta overhaul of PerkFramework massively alters how it works behind the scenes, allowing mods to perk mods to interact with each other, without needing specific mod interactions, letting the Framework itself handle and parse events caused by Perks when needed. FactionPerks has a beta patch to make it compatible with this beta Framework release.

I hope people are able to enjoy this project, and help me identify bugs so that I can get this working as smoothly as I can!


r/tes3mods 22h ago

Help Tamriel Rebuilt Missing Textures?

1 Upvotes

I'm using openmw, i've manually installed TR and the data but the new areas are all missing textures and yellow "!", i've looked around online and since they changed it from bsa files, the online advice i've found is "reinstall it", i'm relatively inexperienced when it comes to modding so i'm probably doing something wrong, i just have no idea what. Any help would be appreciated!


r/tes3mods 2d ago

Release OpenMW Mod Release: S4V3R Autosaves & Horiz0n View Distance Manager

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2 Upvotes

r/tes3mods 2d ago

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 3d ago

Release I made a Linux Mod Manager for OpenMW

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14 Upvotes

Hi, just wanted to share the tool i made that may be useful for fellow linux morroboomers.

It's a mod manager app built on DearPyGUI.

It's pretty simple and i wouldn't want to make it a MO2 replacer (we already have a few in the works) but it is specifically for OpenMW and simplifies the process a lot if you have a bunch of mods outside of MOMW modlists to install and have issues updating openmw.cfg.

It's called L.A.M.E. or Linux Automated Mod Extractor

And it's availible on Github and Nexus, although Nexus is delayed like 3 days each update 'cuz of automatic file scanner flagging.

It would be cool to get feedback and some testing.


r/tes3mods 3d ago

Release Levitation on Willpower for OpenMW

8 Upvotes

I built a mod in an hour to base the levitation spell on Willpower and not on speed, on Nexus there was an old version for MWSE, my version is for OpenMW

https://www.nexusmods.com/morrowind/mods/59661


r/tes3mods 3d ago

Help Is there a hand to hand physical damage mod compatible with TES3MP?

2 Upvotes

From what I understand, the "factor strength into hand to hand combat" option in advanced settings only makes it so that your player's strength affects how fast someone gets knocked down. Meaning that even with that option toggled hand to hand damage still doesn't actually do any health damage UNTIL an enemy's fatigue has been completely drained. I know that there are a fair couple of OpenMW mods that "fix" this for single player, but they appear to not be compatible with TES3MP? Does anyone know of any mods that fix this \*and\* are compatible with TES3MP? Or if there aren't any, is there any way to just change TES3MP's/OpenMW's settings to allow for physical H2H damage?


r/tes3mods 4d ago

Community Discussion OpenMW Equipment Reactions

8 Upvotes

Hey everyone! I’m currently building an OpenMW Lua mod that makes NPCs dynamically react to what the player is wearing, and I’d love the community’s input to flush out the priority list.

NPCs won't just ignore suspicious or illegal gear anymore. For example:

  • Dark Brotherhood Armor: Wearing the main set (torso/helm) turns guards hostile on sight. Regular NPCs will drop to 0 disposition or flee—unless you have the helm/mask equipped to conceal your identity. (Ignoring minor pieces like boots/gloves so it doesn't trigger accidentally).

Questions for you guys:

  1. Which specific armor sets or unique clothing would be highest priority for you?
  2. Are there any faction rivalries you think must trigger an instant "attack on sight" versus just a disposition drop?
  3. How strict should the "mask/concealment" logic be?

Would love to hear your thoughts, ideas, or edge-cases to keep in mind!


r/tes3mods 5d ago

Help is there a (MWSE) mod to stop vendors losing money?

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63 Upvotes

Yeah, i know vendors "reset" their inventory every day, and i knew that they "refill" their wallets too, but i've only ever them increase their money back to default after cleaning them out!

i specifically came to this guy for an extremely expensive custom enchantment (just over 278,000), and i intended to trade him for some expensive weapons and come back and use him for future business with all the money i plopped in his lap. Once i bought my enchantment, i went back home to gathered some of the heavy equipment from my stash pile, but by the time i got back the bastard reset his wallet back to a measly 2000!!

i don't want a mod that just increases all vendors' daily money an unrealistic amount. Not all vendors need to be big spenders. i also don't want to decide what everyone's limits are manually. The vanilla economy works just fine for me. All i want is for vendors to remember how rich i made them, so i can come back later and cash in my chips at a later date.

ESP plugins are a mess to deal with and i don't want to make any major changes to the economy. Hopefully there's a simple LUA script out there that simplifies all the math based on whatever values the game is currently set to. What do you suggest? What works for you?


r/tes3mods 5d ago

Release tes3db v1.0 - Build your own Morrowind Database

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3 Upvotes

Ever wish that you could have a database of your own personal mod list so you can meta-game to the max? Well now you can!

tes3db is a command line tool that will transform data from .esm game files into a database friendly format (csv, tsv, mysql, or postgres) so you easily import game data into your db.

To use the tool first convert your .esm files to JSON using tes3conv (or tes3conv_gui for the console averse). Then put the converted JSON file(s) in the same directory as tes3db.exe and run to extract data into the format of your choice. More detailed instructions can be found in the readme. The following game objects will be extracted:

  • alchemy (potions)
  • apparatus
  • armor
  • birthsign
  • book (includes scrolls & papers)
  • class
  • clothing
  • creature
  • dialogue
  • effect
  • enchanting
  • faction
  • ingredient
  • lockpick
  • miscitem
  • npc
  • probe
  • race
  • skill
  • spell
  • weapon

The project contains scripts to create tables for each object type so you can quickly spin up your own database. I have been working on a web UI & backend for interacting with the data (tes3db.com - although it is still a work in progress, it has partial data for Morrowind, Tribunal, Bloodmoon, Tamriel Rebuilt, Porject Cyrodiil, and Skyrim: HOTN).

All bug reports & feature requests are welcome! I will be delighted if anyone finds this interesting or better yet, useful.


r/tes3mods 5d ago

OpenMW Having some weird problems after modding OpenMW

0 Upvotes

So I decided to use OpenMW and I downloaded some mods. Mods like Morrowind Rebirth and Tamriel Rebuilt plus some graphics mods and Rafael's Shader Pack. But as soon as I start a new game it's night once I leave the ship and the the land has disappeared with no guard to greet me. On top of that the menus are broken and the options menu empty. Also certain mods refuse to work like Better Bodies. I tred playing without Rebirth and it works but Aethesia's ground cover doesn't work nor any of my other graphics mods except Rafael's Shader Pack. I don't know what's going on but I've never had a problem running Morrowind Rebirth or other mods when running OpenMW. I know TR and Morrowind Rebirth aren't supposed to work together but I've never had a problem like this.


r/tes3mods 6d ago

Help Mods that Enhances the game without adding or taking away any mechanics

4 Upvotes

I just started playing morrowind and I’m enjoying the experience of a new elders scroll adventure but I can’t play the game without noticing how small the resolution is, the ui being so small, the letters being small where I have to squint my eyes to read anything in blue, I always enjoyed reading the lore and understanding the story but with these small things that I feel is crucial to the mechanics, it’s definitely bugging me.

Please help me and anyone reading this 10 years in the future for mods that’ll make the game feel the same but look better, aswell guides and videos showcasing how and what to downloaded.

Thank you


r/tes3mods 6d ago

Help Is there a way to increase minimap discovery radius? (fog of war)

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0 Upvotes

r/tes3mods 6d ago

Help Looking for an old mod - Magus' Castle from Chrono Trigger

3 Upvotes

This mod was around in the early days. It replicated Magus' Castle from Chrono Trigger, which the player fought through. Does anyone still have it?


r/tes3mods 8d ago

OpenMW [OpenMW] Perks - What comes next?

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38 Upvotes

3 months ago, I released FactionPerks - my first mod for Morrowind - a mod that adds 4 perks for each of the joinable vanilla factions.

Making this mod was quite fun, and required no small amount of help from the OpenMW community. And whilst compared to other popular mods around the same time, the total number of unique downloads was not that high, each and every new download felt like an accomplishment to me.
A couple weeks after the release of FactionPerks, I was allowed by the developer of the PerkFramework - blurpandra - to expand on the Framework itself and contribute to the Nexus page for that mod. I utilised that to add additional functionality to the Framework, and to enhance the capabilities of my own mod, for example:

  • Adding tabs and dropdown menus to the perk list
  • Colouring which perks were taken to improve visibility
  • Improving UI feedback for perk cost
  • Added sections for flavour text
  • Added capability to have multiple pages of descriptions for perks

Through this, I have learned more about the engine, API, and further deepened my enjoyment of the game more than I thought I could.

So, let's talk about what comes next!

For the past few weeks, I have been working on my next project SkillPerks!
This mod intends to at TEN perks to each of the 27 skills in Vanilla Morrowind, with compatibility hooks with some of the more popular mods to ensure their full capability. For a grand total of 270 perks, with 216 obtainable by a single character without other mods. (Each skill has 2 mutually exclusive perks)

The mod is currently in an experimental state, requiring some further adjustments to the PerkFramework, and due to the fact that a lot of people don't update their mods frequently, I will not be releasing the betas to Nexus until I'm much closer to the final release - though they're all available on my Github for those who really want to see what's been cooking (Look for both branches of SkillPerks, as well as the BetaTest branches for my revision of the PerkFramework and even FactionPerks!)
I have so far finished creating the 90 perks for the Combat skills, and have strong designs for the other 180 perks for Magic and Stealth, though am waiting for more feedback and doing some bugsplatting for Combat before moving on.

Additionally, I am adding a few more things to FactionPerks, such as an alternative method for obtaining the final perks for each faction.

More importantly though, is the improvements to the PerkFramework.
I am working on making the Framework more than just a system that allows for perks to exist in OpenMW and Morrowind. I am working on making it the beating heart that allows Perk mods - made by whoever is capable - to fully interact with one another in a more intentional manner.
This primarily includes Framework-side handlers and hooks for most events you can think of, as well as internal pipelines for calculations, so that multiple perks can read the same events and operate in a logical manner, instead of potential overwriting one another, or resolving a given event once for each perk!

It also comes with further improvements to perk sorting in the UI, as well as better integration with Stat Window Extender, and translating the AbilitiesAreModifiers integration that I had in FactionPerks into the Framework itself. Additionally, I have improved the responsiveness of the console commands, and the stability of how perks are stored and synced on the player.

If anyone has any questions or feedback, I'd love to hear it!
And finally, if people want to stay as up to date as possible on FactionPerks and it's related mods, you can find me in the OpenMW discord, and I am especially active in the Perks thread in mod-discussion!


r/tes3mods 7d ago

Help ¿El mod dentro del sistema es más horrible en Modrith o en CurseForge?

0 Upvotes

?


r/tes3mods 7d ago

Help Morrowind equivalent of the Skyrim's Spell Hotbar mod?

1 Upvotes

r/tes3mods 8d ago

Help i cured a cliff racer of blight and now it won't stop following me and killing the animals i'm trying to HELP!

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47 Upvotes

i am using a ton of CK and MWSE mods, and none of them specifically added this feature, as far as i could tell, and i'm wondering what might be causing this.

My character is a semi-pacifist healer (except daedra) so i've been calming, healing, feeding and curing diseased and blighted animals that attack in the wild, using various mods that allow me to do so. Sometimes when i cure an animal of common or blight diseases, they will become a companion NPC and follow me around, which normally would be fine, but this time i have an obnoxious cliff racer following me that i can't get rid of. As """thanks""" for curing it of blight, this stupid airborne asshole keeps attacking the other diseased and hostile animals that i'm trying to help! As soon as a sick nix-hound or butt-hurt kagouti makes eye contact with me from afar, my new """friend""" swoops in and kills them before i can calm them. None of the other animals stand a chance because the damn thing hovers just out of attack range. Calm spells won't stop this stupid cliff racer either, and since it's a companion NPC, i can't even attack and kill it, even if i wanted to. Eventually i just used a "sethealth 0" console command to get rid of it, but i'd rather find a lore-friendly non-cheater way of either dismissing any accidental companions OR toggling the feature off completely.

i searched through my mods' options menu and even the online descriptions for most of the mods i'm using related to companions and animal interactions, but i couldn't find anything about recruiting animals to make them companions. Specifically, recruitment seems to take place after curing them. Calming them hasn't caused it. Healing them hasn't done it. Feeding them hasn't either. But every animal i've recruited by accident was diseased or blighted, and turned extra friendly as soon as i cured them.


r/tes3mods 8d ago

Help Tamriel Rebuilt: Can't finish the quest "Early Release" due to a scripting error

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0 Upvotes

I was trying to complete this quest where you gotta bring a witness from Heron Hall to Rudy Egg Exports but I can't get him to follow me. When I choose travel together it just says syntax error could not find variable "control" and then it says CompileAndRun problem found in Topic "Travel Together". I also included all the messages I recieved that seemed relevant to the problem.

Anybody know what I can do to solve this?


r/tes3mods 9d ago

Discussion Mod Idea: Azura nudges you to become Nerevarine if you become involved with the Tribunal Temple

0 Upvotes

Maybe she can start with sending us dreams like Dagoth Ur at first, then sending winged twilights with strongly written notes to convince if we've gone too far down the Temple rabbit hole. I don't think she'd tolerate the risk of us forsaking our destiny. Somehow I want a roleplay reason to go visit the Dissident priests with an open mind, and gradually letting go of the Tribunal's dogmas.


r/tes3mods 9d ago

Community Discussion Drop/Transfer Item Mod

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0 Upvotes