*** MORROWIND MODS FAQ ***

Post » Tue Oct 05, 2010 6:42 pm

Originally by http://www.gamesas.com/index.php?/user/11-kathode/, edited by Mod/Admin team as needed (and as time permits ;)), and including contributions from various forum members (see http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__1773017). If you notice any broken links or info that needs to be added or updated, PM one of the Moderators with the specifics.

Welcome to the Morrowind Mods Forum!

This forum is for the discussion of Morrowind Mods, both released and in-development. Look here for information on what the modding community is cooking up to add to your Morrowind experience.

Please keep the discussions in this forum focused on the mods themselves. "How to" questions should be directed to the http://www.gamesas.com/index.php?/forum/11-construction-set-morrowind/ forum. This includes questions and discussions about creating/using scripts (or dialogue, NPCs, or anything else in the Construction Set), texturing/retexturing, modeling, and third-party software for working with the various assets in mods.

Following is a set of Frequently Asked Questions (FAQs) about Morrowind Mods. Click on the questions to find the answers.

Thanks and enjoy the Mod Forums!
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Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Tue Oct 05, 2010 8:16 pm

Frequently Asked Questions about Morrowind Mods

http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__1772758

http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__1772836

http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__1772866

http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__1772884

http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__1772926

http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__1772939

http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__1772964

http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__1772979

http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__1772979

http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__1788581

http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__3375089

http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__3395777

http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__15699668

http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__1773017
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michael flanigan
 
Posts: 3449
Joined: Thu Jun 14, 2007 2:33 pm

Post » Tue Oct 05, 2010 8:46 pm

What are mods? Are they the same as plug-ins, patches, or expansions? What do they do? Will they mess up my game? What else do I need to know before using them or making them?

Mods are modifications of (or some people call them modules for) the original game.

The terms "mod" and "plug-in" are interchangable (in other words: yes, they're the same ;)). Patches and expansions are not the same, however. Patches are official files intended to correct errors in the original game, and expansions (Tribunal, Bloodmoon) add official content to the game.

Some mods add content (such as new weapons, NPCs, quests, clothing, faces, buildings, etc.), and others seek to balance issues in the original game, such as making items or NPCs either more or less powerful. Still others seek to improve upon what was already in the game in various other ways.

Some mods might cause minor errors or other problems for some people, especially if it's a beta or otherwise unfinished version, but most do not (at least not in game-breaking ways). The majority of problems that do happen come from either trying to use too many mods at one time, or repeatedly adding and removing mods to/from the same game. Beginners should not install some mods, start playing, then download some more and try to add those into the existing game. That almost always causes some problems. For tips on avoiding this (or if you experience mod problems or errors), see http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__1772939.

Before using mods, you'll need to decide what kind you want to play. No one can answer that for you, so don't bother asking very broad questions on the forums such as "Which mods should I download?" It's fine to ask for other members' opinions on specific mods you're thinking of downloading, though. :)

Note: Many veteran players recommend that you not use many (if any) mods if you haven't yet played the game through at least one time. You can always replay later with mods installed, and you'll be better able to recognize what the mods added to the game. But if you're ready to go get some, see http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__1772836 And for those new to using mods, don't forget to also see http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__1772866

If you think you're ready to try your hand at making a mod, the first thing you should do is see http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__1772884
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Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Wed Oct 06, 2010 4:01 am

How and where can I find the best mods?

Number one: Whatever constitutes the "best" mod(s) will always be subjective. Every individual is different, so no one can say what is best for you. Because of this, the forum natives tend to get very restless when people continually post that kind of question. :eek: However, they'll be happy to give you their opinions of specific mods you have in mind to try out. :)

Mod lists, recommendations, etc.:

http://www.zenimax.com/external.php?locale=en-us&url=http://www.freewebs.com/urakugluk/modlist.htm
http://www.zenimax.com/external.php?locale=en-us&url=http://www.mwmythicmods.com/kwshouses.htm
http://www.zenimax.com/external.php?locale=en-us&url=http://gmml.pbwiki.com/Categories
http://www.zenimax.com/external.php?locale=en-us&url=http://www.mwmythicmods.com/mystara.htm
http://www.zenimax.com/external.php?locale=en-us&url=http://www.mwmythicmods.com/themes.htm
http://www.zenimax.com/external.php?locale=en-us&url=http://mcwby1.tripod.com/id13.html
http://www.zenimax.com/external.php?locale=en-us&url=http://www.mwmythicmods.com/ronin.htm
http://www.zenimax.com/external.php?locale=en-us&url=http://www.freewebs.com/sandman101morrowindconnect/connect.htm
http://www.zenimax.com/external.php?locale=en-us&url=http://www.freewebs.com/slartibartfast1/morrowindlinks.htm
http://www.zenimax.com/external.php?locale=en-us&url=http://www.mwmythicmods.com/telesphoros.htm

There are a number of fansites out there that offer up mods for downloading. The following is a list of the larger ones.

http://www.zenimax.com/external.php?locale=en-us&url=http://www.elricm.com/nuke/html/index.php
http://www.zenimax.com/external.php?locale=en-us&url=http://planetelderscrolls.gamespy.com
http://www.zenimax.com/external.php?locale=en-us&url=http://modhistory.fliggerty.com/
http://www.zenimax.com/external.php?locale=en-us&url=http://www.oblivionsource.com/
http://www.zenimax.com/external.php?locale=en-us&url=http://www.tesnexus.com/downloads/categories.php
http://www.zenimax.com/external.php?locale=en-us&url=http://morromods.wiwiland.net/

If you run a major mod portal and want to be added to this list (or if a link needs correcting), please PM one of the Moderators.

Tools:

http://www.zenimax.com/external.php?locale=en-us&url=http://www.rpgplanet.com/morrowind/modpages/EnchantedSetup0.91c.exe - allows very precise correction of problems but requires some knowledge of ESP/ESS file structure.
http://www.zenimax.com/external.php?locale=en-us&url=http://search.yacoby.net/ - Search engine that searches by mod title, author, or description from PES, ElricM, TESNexus, and FileFront
http://www.zenimax.com/external.php?locale=en-us&url=http://code.google.com/p/mlox/downloads/list - A tool for sorting and anolyzing the plugin load order for TES games
http://www.zenimax.com/external.php?locale=en-us&url=http://morrowind2009.wordpress.com/ - A 12-step guide to reinstalling a more graphically appealing Morrowind that works best on higher-end computers
http://www.zenimax.com/external.php?locale=en-us&url=http://neko.freeshell.org/MorrowindOnLinux - A guide to installing Morrowind for use on Linux, specifically Ubuntu.
http://www.zenimax.com/external.php?locale=en-us&url=http://www.rpgplanet.com/morrowind/modpages/tesame.zip - fairly easy to use
http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=34 - dead simple to use; fixes a variety of common problems
http://www.zenimax.com/external.php?locale=en-us&url=http://wryemusings.com/#WryeMash - not so easy to use, but very powerful; capable of fixing severe savegame problems, managing mods and savegames, etc.

[If you know of other such utilities that should be on this list, please PM a Moderator.]
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Dan Endacott
 
Posts: 3419
Joined: Fri Jul 06, 2007 9:12 am

Post » Wed Oct 06, 2010 12:48 am

How do I install mods?

See the tutorial below, or see these other tutorials: http://www.zenimax.com/external.php?locale=en-us&url=http://escf.rethan-manor.net/index.php?topic=237.0 (includes screenshots), or http://www.zenimax.com/external.php?locale=en-us&url=http://www.baphomets-morrowind.greatnow.com/ or http://www.zenimax.com/external.php?locale=en-us&url=http://verte.8m.com/.

How to install plug-ins manually (by lochnarus)

Just a fast guide to manually installing MOST mods:

Installing a Common Morrowind Mod Manually - a quick guide

FOR BEGINNER MOD USERS

1. FILE COMPRESSION

All morrowind mods are "compressed" into one easy to download file that is commonly referred to as a "zip" file. This makes the file smaller (in most cases- sound doesn't compress well) and keeps everything in one file. There are numerous types of these programs:

http://www.7-zip.org/
http://www.powerarchiver.com
http://www.rarlab.com/
http://www.winace.com/
http://www.winzip.com/
http://www.zipgenius.com

All of which can be found by doing a search on Google. Each one is different and only the first two will open all of the file formats from the rest of them. Use whichever opens the mod with these names:

.7z - opens with 7zip
.rar - opens with WinRAR
.ace - opens with Winace

...and so on.

2. UNZIPPING TO A TEMPORARY DIRECTORY (FOLDER)

Double click on your downloaded mod file. The program should open it, displaying the files inside. Depending on which mod you are unzipping, it should have an .esp file (looks like a swiss army knife), a "Meshes" folder, an Icons folder (if the mod adds items that can be picked up), a "Textures" folder, and lastly a README file. Sometimes mods will have all their files placed into mock directory folders, like so:

Program Files\Bethesda Softworks\Morrowind\Data Files

this is for automatically unzipping the files in to Data Files, which I NEVER do. You're bound to come across a mod that will not unzip correctly and you'll have loose files cluttering up your folders. This is a MANUAL installation guide after all, so back to it:

Select ALL the files by highlighting them. Then select the program's "extract" feature and a new window should come up asking WHERE to unzip it to. You will now need to pick a folder to be a temporary folder, I choose "My Documents"...

Unzip the files to the temporary folder. Then open that folder and open any folders the mod was inside. You should see these folders:

"mod file".esp
Meshes
Textures
"mod file README".txt (or any text filetype)

POSSIBLY you will have these folders:

Icons
Sounds
Music
Splash
Book Art

Icons being the most frequent addition.

All you do for the mod's .esp file is copy it to the "Data Files" folder in your game. Now the other stuff....

3. MESHES

Now, look inside the mod's Meshes folder...

Are there more folders inside? Alot of mods will have other "subfolders" that contain the mods meshes, and are for the purpose of being easy to locate for troubleshooting or for uninstalling with ease.

Most mods have something like a letter, "A" or "W"" or the modder's name...I use "LOCH" for my meshes. Some mods do not do this and place their meshes loose in the 'Meshes" folder, which is all you have to do in that case.

Now take these "subfolders" and move them to the meshes folder.

*DO NOT take the game files out of the "subfolders" as they are indexed by the game engine as being in THAT FOLDER*

So if you have an "A" folder, place THAT folder into your "Meshes" folder. If you already have an "A" folder, THEN you must open the mod's "A" Folder and copy the files into the existing "A" folder already in your game's files. In short:

Meshes/A ----> Meshes

UNLESS you already have an "A" folder, then:

files inside Meshes/A ----> Meshes/A

Repeat this for all mesh "subfolders" from the mod.

4. ICONS

Do EXACTLY the same procedure as in the previous step (meshes) for icons.

5. TEXTURES

There are two ways this could go:

1 - the textures are loose in the mod's texture folder...easy. All you do is copy them all to the Textures folder in your game. You're done.

2 - "Subfolder" textures is the other way some modders set up their mods. THIS way has a "subfolder" inside the textures folder. You should copy that "subfolder" and paste it into the textures folder, much like you did for meshes and icons.
5. OTHER TYPES OF FILES

Most sound and music files need to be placed into the same name folder in your game where they are in the downloaded mod files. All other files are basically the same as the meshes, except splash screens, which are placed loosely in the "Splash Screens" folder.

6. PLAYING IT

All you do now is open Morrowind and check the new mod so that it is "x'ed" and start the game. If you did everything correctly, you should have no problems with your newly-installed mod. You're done...

Hopefully this will be bookmarked for future reference, so that no one will have to explain it time and time again. It may not be the one Miltiades made, but it's something. Cheers!
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Daniel Lozano
 
Posts: 3452
Joined: Fri Aug 24, 2007 7:42 am

Post » Tue Oct 05, 2010 6:58 pm

How do I make a mod?

The best place to start is with the http://www.gamesas.com/index.php?/topic/24-comprehensive-tutorial-and-useful-link-list/ in the http://www.gamesas.com/index.php?/forum/11-construction-set-morrowind/ forum. In it are linked many tutorials gathered from all over the web covering every aspect of modding - using the Construction Set, modeling, texturing, even animation. If all else fails, just start a thread in that forum, and ask! There are many experienced modders in the community who can address your questions.
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Sebrina Johnstone
 
Posts: 3456
Joined: Sat Jun 24, 2006 12:58 pm

Post » Wed Oct 06, 2010 2:35 am

What does REQ (or WIP or REL) mean?

These are abbreviations the Morrowind modding community has agreed upon in order to make it easier to spot (or search for) certain kinds of threads. Typically, you'll see some threads whose titles begin with [WIP] ("Work In Progress"), [REL] ("Released"), and [REQ] ("Request"). This consistency makes it easy to see at a glance the sort of thread it is. Not all posters use this convention, but most do.

A quick word about other thread titles: If you have a question, please make your thread title something meaningful (that is, let folks know something about what's in the thread before they even click on it). A thread called something like "Need spoilers for SuperModPerson's SuperfantasticQuest Mod" is apt to get you the help you need much faster than something like "URGENT" or "Mod help needed" or (heavens forbid) "I NEED UR HELP NOW NOT LATER THIS SUX!!!!!" :blink:
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Donald Richards
 
Posts: 3378
Joined: Sat Jun 30, 2007 3:59 am

Post » Tue Oct 05, 2010 10:11 pm

HELP! The mod I downloaded and installed doesn't work (or doesn't work properly)!

First of all, check to see if the mod was http://www.gamesas.com/index.php?/topic/106063-morrowind-mods-faq/page__view__findpost__p__1772866. If that doesn't seem to be the problem, check to see if there are already other threads about it. If you still haven't found a solution, post a thread to ask about it. Be sure to be specific about describing the problem (or error), including your Warnings.txt file, and include a list of all mods you're currently using. If you don't know how to do this, see the quick guide below:

(by Pseron Wyrd)

HOW TO POST YOUR MOD LIST:
* Open your 'Morrowind.ini file (C:/Program Files/Bethesda Softworks/Morrowind/Morrowind.ini in default installations).
* Scroll down until you see [Game Files]. Here you will find your mod list.
* Highlight your mod list (hold your left mouse button down and drag the cursor down the page), right-click on the highlighted area and choose 'Copy'.
* Right-click in your post and choose "Paste".


HOW TO POST YOUR WARNINGS:
* Open your 'Warnings.txt' file (C:/Program Files/Bethesda Softworks/Morrowind/Warnings.txt in default installations).
* Highlight the entire contents of the file (hold your left mouse button down and drag the cursor down the page), right-click on the highlighted area and choose 'Copy'.
* Right-click in your post and choose "Paste".

The best cure is prevention. See the tips below to help avoid some common problems:

(by dev_akm)

In general, three basic guidelines can help you avoid the most common problems.

-1) Make a backup of your savegame before adding any mods, just in case any obvious problems do occur. That way you can remove the problem mod(s) and reload a savegame from before you added any mods if necessary.

-2) Avoid making changes to your list of mods once you've started playing with them loaded. There are two parts to this point:

* Adding mods. You can usually add a few dozen mods to an existing game without causing problems, if you add them all at once. Once you start playing with a list of mods you should avoid adding more mods to the list unless you are prepared to revert back to a savegame created before you added any mods (or you are sure that the new mods have creation dates later than any other mods in your list).

* Removing mods. Unless a mod creater specifically states that it is safe to remove the mod, chances are you may have to revert to a savegame from before you added that mod.

-3) Do not run mods that have not been "cleaned" (common errors removed). Several excellent user-created tools are available to help make this easy.

Many users successfully run literally hundreds of mods at once, but playing mods on this scale is tricky. It requires some experience with potential issues, some good user-created tools to help in resolving problems, and a fair amount of testing to sort out any problem mods from your list. You almost certainly will also need to be willing to start over with a new game in order to do this.

Tools:
http://www.gamesas.com/bgsforums/index.php?s=&showtopic=106063&view=findpost&p=1772836

Cleaning a dirty savegame (by DinkumThinkum)

Making any changes to mods that are already part of your saved game can cause what is commonly known as the 'dirty save' problem: information in the saved game no longer corresponds to information in your mods. Probably the most common symptoms are objects missing from the game or seeing multiple copies of objects in the game (dirty saves can also cause a variety of other problems).

This can be caused by removing a mod, editing a mod, or installing a different version of a mod after it's already included in your saved game.


http://www.zenimax.com/external.php?locale=en-us&url=http://www.mwmythicmods.com/Archives/Mods/How%20to%20clean%20a%20saved%20game.htm
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Lakyn Ellery
 
Posts: 3447
Joined: Sat Jan 27, 2007 1:02 pm

Post » Tue Oct 05, 2010 9:57 pm

The site I'm trying to download mods from isn't working! (or Yikes! A mod site gave me a virus!)

Please don't post questions here about download problems with other sites. Instead, email the webmaster or owner of the site in question, or use their tech support section if they have one.

If you feel you have contracted a computer virus (or worm, or spyware) from a mod download site, please contact that site's owner or administrator FIRST. After that, it's fine to post a thread here (if there isn't already one, that is) to let other members know of the problem. However, please don't post stuff like "WARNING, OMG THEY GAVE ME A VIRUS I HATE THAT SITE!!!!!!!!!!!" That isn't helpful. It only spreads panic and bad feelings. Something like "Heads up, So-and-So site may be infected" (along with a descriptive subtitle and specifics in the body of the message) would be much more helpful, not to mention much more polite. ;)
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Minako
 
Posts: 3379
Joined: Sun Mar 18, 2007 9:50 pm

Post » Wed Oct 06, 2010 9:38 am

Can I import a model (or texture or song, etc.) from another game into my Morrowind Mod?

No. The position on these sorts of things is very clear. You can't take assets from any other game, including ours, and put it into Morrowind.


What about "advlt-themed" mods?

Yep, they're out there. You're free to use them or make them, but you can't post explicit screenshots or descriptions of them here on the forums. For more info, see http://www.gamesas.com/index.php?/topic/644278-advltmature-content/ by http://www.gamesas.com/index.php?/user/1813-sentinel/.
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James Baldwin
 
Posts: 3366
Joined: Tue Jun 05, 2007 11:11 am

Post » Tue Oct 05, 2010 11:26 pm

Contributor credits

Many thanks to those who contributed content or suggestions for this thread. (If I've overlooked anyone, I assure you it was unintentional; please PM me if your name should be here but is missing. ~Tegger)

Nigedo, lochnarus, Galsiah, Monica21, Leharic Dracolin, harborgolfer, Marbred, princess_stomper, vixyn, Sterling, Dogfish, ~Ninja Monkey, Faylynn, SC_Wolf, DragoonWraith, cdcooley, Dark0ne, The_inwah, Vorwoda_the_Black, Salamandar, redwoodtreesprite, Baphomet, Gamgee, SundariSunstar, TamaraUK, Gold_Dragon, Telesphoros, mynilar, APY, ThreadWhisperer, Lady Rae, Heaven and Earth, ska8tdude, dev_akm, DinkumThinkum, DwemerLord, and the ES Forums team of Moderators and Administrators.
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kelly thomson
 
Posts: 3380
Joined: Thu Jun 22, 2006 12:18 pm

Post » Wed Oct 06, 2010 8:27 am

How do I enable and take screenshots of my game?

You'll need to edit your Morrowind.ini file (see brief how-to below). But first, back up the file in case you make a mistake, or if you later want to restore it to its original state.

(by DragoonWraith)

Enabling Screenshots:

Open Morrowind.ini (C:\Program Files\Bethesda Softworks\Morrowind\Morrowind.ini in the default Windows installation), and you'll see a lot of code. In the eighth, largest section under [General], there is a line which says
Screen Shot Enable=0

Switch that to
Screen Shot Enable=1


Now, in Morrowind, press the Print Screen button on your keyboard (the button is sometimes hard to find, often you need to use the Shift key). You'll see a message which tells you that the screenshot has been created. It can be found in your main Morrowind folder.

(Addendum by ~Ninja Monkey)

To extend on the tutorial for taking screenshots above, you should change your pictures from a bitmap image to a jpeg image if you will be hosting your screenshots on the internet. To do this, open them up in Paint or any other photo editing program, go to "Save As..." and save as a jpeg file. Do NOT simply edit the file name from Screenshot#.bmp to Screenshot#.jpg. That only changes the file name, not the file type.

Free Image Hosting: (compiled by Heaven and Earth)

--Account and Albums--
http://www.fotki.com/
http://www.imagecave.com/
http://www.imageshack.us/
http://www.imagevenue.com
http://photobucket.com/
--Simple One-at-a-time Uploads/No Registration--
http://tinypic.com/
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Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

Post » Wed Oct 06, 2010 2:52 am

Stating this so to help speed up problem solving with multiple loaded plugins. The plugins listed in "morrowind.ini" is listed alphabetically, which most people know that can only give you an idea of which doesn't like working with each other. This process is to display a quick way with out typing out the full list into a order in which is more helpful with finding problems with mods by displaying them in a modified date order.

First let's get the where from and how to's done.
Wrye's http://www.zenimax.com/external.php?locale=en-us&url=http://wryemusings.com/#Morrowind
http://www.zenimax.com/external.php?locale=en-us&url=http://tesnexus.com/downloads/file.php?id=27588 link for Wrye Mash
http://www.zenimax.com/external.php?locale=en-us&url=http://wryemusings.com/Wrye%20Mash.html that is listed on the site is the same as the one that comes with the download.

For installation a couple extra apps are required, which is also stated and linked in the read me.
http://www.zenimax.com/external.php?locale=en-us&url=http://www.python.org/ftp/python/2.4.1/python-2.4.1.msi This is the core app.
http://www.zenimax.com/external.php?locale=en-us&url=http://prdownloads.sourceforge.net/wxpython/wxPython2.5-win32-ansi-2.5.3.1-py24.exe This is a plugin to the core app.

Wrye Mash does not care where it gets extracted to; it is linked to where it needs to find its data.

The feature of this tool being looked at is for coping a list of your loaded plugins and masters in the order they are by modified date. To do this start Wrye Mash, go to the "Saves" tab, highlight a save file, on the right side right click "Files", hit "Copy List". This puts the list in "clipboard" which is a temp memory the OS use's. Open a text editor and either hit "ctrl-v' or right click "paste". Once that is done you can highlight and copy "ctrl-c" or right click "copy" the list to paste into the forum for help on any problems with mods.

Here's a link of what the file would look like http://www.zenimax.com/external.php?locale=en-us&url=http://home.comcast.net/~minybro/Jandra.txt
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Lucky Girl
 
Posts: 3486
Joined: Wed Jun 06, 2007 4:14 pm

Post » Wed Oct 06, 2010 7:08 am

Here is a spreadsheet detailing all the mods that change landmasses in Morrowind. It is called the Morrowind Mod Grid Use Map

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6000

Credit goes to http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6000 for this new Resource

"The Map-O-Mods: A Landmass Additions Map"

Many thanks to Cryonaut for this Map.

The "Map-O-Mods" is an attempt to give people a visual idea of where landmass mods add land, to help people avoid conflicts when setting up what mods they are running, or when they are making new mods as well. I've tried to cover pretty much every mod I know of in it that adds land, but I am sure I've missed a few. Either way I hope it is useful.

The map can be found at http://www.mwmythicmods.com/MAPoMODSbyCyronaut.jpg

The mods covered include:
- A Call to Issilar
- The Aedronicon
- Aerie of Tir Thalor Quest (add-on for the Aerie of Tir Thalor mercenaries)
- Ald-Vendras v3.0
- Black Marsh
- The Black Mill
- Blacklight + Silgrad Tower
- Bloody Oath
- Booty Island
- Darkshroud Keep
- Doom Door (Including Castlevania)
- Dulsya Island
- Five Toes Guild
- From Hell to Heaven: Morrowland
- The Glory Road
- The Goblin Lab
- Great Shoals
- Haldenshore
- Havish
- Hawkfir Island
- Inferno's Island (Revisited)
- Inn of the Whispering Wood
- Island of Tusar
- Isle of Elskjiver
- Journey's End
- Korobal Island
- Lilligue Island
- Lothavar's Legacy
- Mesa Fortress
- Moon's Spawn
- Moska
- N'Dib's Twilight
- Nerevarine Castle
- Northern Winds
- Rafer: Sands of an Era
- Seige at Firemoth (or Firemoth Expanded)
- Sea of Destiny
- Skeleton Island
- Snakebitten's Island
- Solstheim Castle
- Stanegau Island
- Tar Mar
- The Tree of Life
- Velayia
- Veldion: Quest for a King
- Volcano Island
- The White Wolf of Lokken Mountain
- Wizards Island

Again, the map can be found at http://www.mwmythicmods.com/MAPoMODSbyCyronaut.jpg - it is pretty well finished for the most part but may still be occasionally updated.
User avatar
Emily Shackleton
 
Posts: 3535
Joined: Sun Feb 11, 2007 12:36 am

Post » Wed Oct 06, 2010 4:05 am

I can't get mods to show up. I'm using Windows Vista/Windows 7
For those having problems, you might want to refer to information found http://cs.elderscrolls.com/constwiki/index.php/Windows_Vista on the CS Wiki
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Sabrina Schwarz
 
Posts: 3538
Joined: Fri Jul 14, 2006 10:02 am


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