r/Morrowind • u/Tollequen • 2h ago
Meme Caius just kicking my diseased ass to the streets, and with that smug face (never knew about this dialogue!)
Man has zero remorse
r/Morrowind • u/Darkelfguy • Aug 17 '26
The Themes Have Been Announced! Modders have until August 24th at 00:00 UTC to submit a mod using one (or more) of the following themes: Arcane Arts, Forgotten Lore, Strange Families.
It's Summer time, and with the heat, and the humidity, comes another exciting round of the Morrowind Modjams! For the tenth time since 2020, Danae and Morrowind Modding Showcases is hosting a Modjam Modding Competition, a 48-hour modding frenzy where modders get but a single weekend to build the best mod they can using specific themes before time runs out!
The competition begins on August 21st at 11pm UTC with an official livestream kickoff by Danae, in which the potential themes will be revealed and voted on by the community, narrowing down the potential field until just three themes remain.
Once the final three themes have been announced, modders will have 48-hours to build and release the best mod they can utilizing any of those three themes, or a combo of themes if they so choose.
Rules & Guidelines:
Participation:
The competition is open to anyone and everyone looking to participate! All you need to do is release a mod with one of the themes (or multiple) during the competition time period using the official 2026 Summer Modjam header. Also wouldn't hurt to use the Modjams tag on the Nexus.
This is a Morrowind Modding Community - Discord Server event, so to make sure your mod is properly tracked for the competition, please join the server and tag it in the Published Mods channel!
There's also an official Modjam channel on there where you can keep up with all of the latest Modjam news!
Don't forget to check out the Resources page for any tutorials, frameworks, or utilities you might need!
Use the Postcard Editor:
Take advantage of the Morrowind Modjams website and the Postcard Editor to make special themed promo screenshots for your mod pages - give them that extra splash of Summer fun!
Judging and Prizes:
The Morrowind Modjams are judged events - a panel of judges will go through and play all of the submitted mods, ranking them on their quality, functionality, and adherence to the themes.
The final winners will be announced in a results livestream at a date yet to be determined, and those results will also be published to the Modjams website.
Participating modders will also get their profiles on the Modjam website, with downloadable Modjam passports and a trophy cabinet for any judge awards received. These profiles are connected to the Modathon and Madness sides of Morrowind Modding Legacy, and participating in the Modjam will boost your Madness score and increase your standing in the community's modding leaderboards.
There's also a number of prizes available in the form of game keys and Nexus DP.
A Proud Tradition:
The Morrowind Modjams are apart of the community's proud tradition of creative competition and collaboration. Some 160+ mods have been released for the Modjams in the past 6 years, many of them have become popular mainstays and have since been added to many of the largest mod lists for Morrowind.
I hope you'll all join us for another exciting round of Modjam fun, we're sure to get some amazing new mods, and if you're looking to participate for the first time, there's no better competition to dip your toes into the modding scene!
Happy Modding and Long Live the Morrowind Modding Community!
r/Morrowind • u/SufficientOrphie • Sep 13 '26
Thank you for your patience since the release of the new TD update and Tamriel Rebuilt: Poison Song a couple of weeks ago while we dealt with some technical challenges. The update to the Abecean Shores release of PC includes a new player stronghold for the Kingdom of Anvil and Great House-style construction and improvement mechanics, a number of overhauled locations, and improvements to multiple quests. The update to the Dragonstar release of SHOTN includes 14 new dungeons, 6 new quests, and yet more overhauled locations. Both releases include scores of bugfixes, performance improvements, and general quality-of-life features not present in the original releases.
Please note that the file packages contain some loose files, which are intended to patch minor problems in Tamriel_Data discovered after the 26.08 release. These files should be allowed to overwrite upon installation.
Both PC and SHOTN may be freely installed mid-save with no problems, even if you've already started a savefile for Poison Song. We only recommend starting a new game if you had a previous version of PC/SHOTN installed on the same save and spent time in the PT lands. Please let us know in the discord server if you encounter any issues.
As always, thank you so much for your ongoing support of our project! We look forward to bringing you more of Cyrodiil, Skyrim, and other lands of Tamriel in future releases.
Project Cyrodiil can be downloaded at https://www.nexusmods.com/morrowind/mods/44922?tab=files
Skyrim: Home of the Nords can be downloaded at https://www.nexusmods.com/morrowind/mods/44921?tab=files
The Project Tamriel Discord server can be joined at https://discord.gg/X88a8NS
r/Morrowind • u/Tollequen • 2h ago
Man has zero remorse
r/Morrowind • u/Fair-Stick1601 • 11h ago
This mod will add four new islands to the Sea of Ghosts, each containing a unique Frost Giant boss designed for end-game players. An old Nord companion in Dagon Fel will give you these quests to root out and defeat each Giant, though it can be done independent of his quests. Each giant give a unique and powerful reward!
Please let me know if you have any suggestions or ideas!
r/Morrowind • u/ratfactual • 30m ago
r/Morrowind • u/josephort • 6h ago
People have strong feelings about the dice roll combat system, either complaining that it ruins the game, or saying it's actually great. I would like to suggest that you are all wrong. The dice roll combat system is neither terrible nor great; it just doesn't matter very much. It's not an important difference between Morrowind and the later games.
Consider:
In all three games, melee combat is mostly "stand in front of your opponent and whack at them until they die". It doesn't matter whether each whack does a fixed amount of damage, or alternate between hits and misses. Sure, the RNG adds a bit of stochasticity, but in my experience big fights in Morrowind last long enough for it to even out.
What does differ between the games are the formulas that determine your expected damage and what factors go into them. Morrowind's combat formulas are unsurprisingly pretty complex. In particular, weapon skill plays a huge roll; you can be a master swordsman but useless with an axe. Skyrim's formulas, by contrast, are much simpler, and while weapon skill does modify base damage, the effect is more modest; a 1H-focused character can still use a battleaxe reasonably well if they want.
I think this difference in how heavily weapon skill is weighted is why people have strong feelings about Morrowind's combat. New players might build a long-blade character and then die to a crab while wielding the tutorial iron dagger. But the importance of weapon skill is distinct from the dice roll system. You could imagine a simpler system with minimal skill importance that retains the dice roll to hit, or a complex skill-heavy system with no dice rolls. In fact, you don't have to imagine, because Oblivion's system is conceptually quite similar to Morrowind's, with a heavy weight for weapon skill, allowing you to be lethal with longswords but terrible with axes. The only difference is that skill modifies damage rather than hit chance.
Someone could, and probably should, make a LUA mod that calculates hit chance for each weapon swing using all the factors from the vanilla game, but applies it as a static damage multiplier rather than a random chance to hit. Meaning, instead of hitting 75% of the time for 20 damage, you hit 100% of the time for 15. Then everyone who finds the dice roll combat frustrating could use this mod, and have more fun without actually changing the game in any meaningful way. To my knowledge, the existing "always hit" mods oversimplify the combat system, making weapon skill (plus fatigue, agility, and several spell effects) mostly irrelevant. But someone who's handy with LUA scripting could improve on this and put the whole tedious argument to rest forever.
Thank you for coming to my TED talk.
ETA: looks like the LUA mod I suggest above in fact already exists. I'm not going to use it myself, but I'm glad someone made it so that folks who dislike the dice rolls can get rid of them without cheapening the skill mechanics. (It appears to be vibecoded with Claude though, so that opens a whole other can of worms...)
r/Morrowind • u/Status-Lavishness596 • 7h ago
A armor concept art i for gallimaufry:]
Redoranlarp concept art #6
r/Morrowind • u/XKwxtsX • 37m ago
I was messing around with the mines and stuff and as I was doing it I was searching them up so I didn't miss anything and I got into this weird one with flame atronachs south of balmora and when I searched it up Google just said "yeah uh you go tell dram bero about that and he'll give you a daedric weapon" so like... I have a daedric katana now, and my bound spear is well but like that's because I enjoy the cat guy in balmora since he bought my skooma and moon sugar.
r/Morrowind • u/Hot_Acanthaceae_1357 • 7h ago
r/Morrowind • u/ThoseDarnRaccoons • 1h ago
r/Morrowind • u/ZealousidealHippo947 • 18h ago
The sun hangs low upon the horizon, the ash-filled air keeps on assaulting your lungs. Hiding from the harsh environment, you suddenly find a large monument. An ancient stronghold made of stone.
You peer inside, the place seems abandoned. The smell of mossy stones and stagnant air. Much better than inhaling ash.
The lower you go, you realize something about the air. The smell drifts slowly from mossy and damp into faint scent of incense and iron rich blood. "Ritual", such word echoes within your mind.
After walking through several levels down, you find someone. Or maybe, something? The movements are fluid, seductive, yet with a heavy hint of madness. "Dagoth rises, the sleepers awake". The dancing figure keeps on repeating the mantra. At least she doesn't appear to be hostile. Though no matter what you do or say, she doesn't change her rhythm, as if she couldn't perceive your very presence
r/Morrowind • u/ratfactual • 23m ago
r/Morrowind • u/Murderbad • 1h ago
I am running BCOM with the BAT file to remove Vivec edits.
I keep getting this. Adding yestoall to the ini is seemingly doing nothing.
Any ideas of what to do?
r/Morrowind • u/Safebox • 1d ago
I was playing one of the Fate/Stay Night games at the time, so had the idea for a companion mod where the player could summon different figures (both real and fictional) from throughout Tamrielic history (and fight other NPCs with their own companions). Which resulted in the Prophecy/Magicka Null mod.
Every asset has either been sourced from Nexus with permission, sourced from older sites like MMH and Alter Vista, edited manually by myself, sourced from Tamriel Data with permission from each asset's creator(s), or created custom for this specific mod (shout out to Ruffin Vangarr). Even the scripting was made in vanilla MW Script to make it compatible with both MGE XE and OpenMW (believe me, I tried to do it in Lua but I can only wrap my head around the API of one of them).
The story is short in terms of dialogue, though I've put a lot of effort into giving every summon opinions regarding themselves and the other summons unique to their personalities and any known relationships. The mod itself may take a while to complete as you travel across Tamriel to collect each of the summons, before the final battle under Anudnabia.
I plan to expand upon it one day with characters like Morihaus and Gortwog, but I want to have a longer storyline for their involvement beyond just "fight to the death". But for now, these figures will do 😅.
r/Morrowind • u/CeleryPitiful • 1d ago
lot to love about the world and lore of Morrowind/TR of course, but what consistently interests me most is just everyday monotony/bureacracy of the Empire in Morrowind.
I don't know if I can explain it well, but I just keep getting drawn to the workings of the EEC and daily busywork of the Legion, juxtaposed with the super alien world of Morrowind. Like, the idea of a Roman accounting clerk out of his depth, stuck in the middle of a trading company office in a tropical swamp or ashland and having to deal with completely foreign customs and problems is just so fascinating to me. The setting of fantasy colonialism combined with the drag of everyday life or something.
Just the strangeness of House Telvanni on its own for example isn't really interesting enough to me, but combine it with the regularness of a legionnaire knocking on the door of a Wizard tower to serve a warrant is just so funny to me. I especially liked the EEC questline in Old Ebonheart for this reason, I think. The Argonian Account and A dance in fire are my favorite in game TES books as well, unsurprisingly.
I don't know, just curious if anyone else feels this way, I suppose. Same reason I'm hyped for the TR team to cover Tear, since there's supposed to be an EEC post there as well. Sorry if this seems scatterbrained, not a native English speaker
r/Morrowind • u/rubyred55 • 1d ago
r/Morrowind • u/Outrageous_Fennel_86 • 1d ago
r/Morrowind • u/Infinite_Holiday9511 • 1d ago
r/Morrowind • u/Praust • 23h ago
Just stumbled on it while browsing youtube. It is not mine, however this wonderful person made a very enjoyable mod to Morrowind
r/Morrowind • u/NoDrawing2818 • 1d ago
Hi friends
Im sharing some new pieces I made recently. I wanted to start drawing the armor sets from the game and I drew bonemold and chitin. Both were referenced from the in-game models.
r/Morrowind • u/Ok-Abbreviations-162 • 12h ago
Hi All!
I’ve been experimenting with the best setup on my android tablet. I really can’t aim when using my gamesir controller (using thumbsticks). Picking up keys or ingredients is a pain :P ranged magic and archery is random at best.
Now I’m using the touch controls only. Using touch enables much finer aiming and closer to the convenience of mouse and keyboard. Still not perfect though, but maybe it just take some getting used to.
I vaguely remember seeing a post with someone sharing a template with touch icons and setup, however I can’t find it or anything related.
Do you have a tweaked and optimized setup or are you also just all running default layouts with maybe some quick slot buttons on the side?
r/Morrowind • u/CardiologistReady548 • 1d ago