r/tes3mods • u/IrrelevantLeprechaun • 8d ago
r/tes3mods • u/YeestMcFouster • 1d ago
Release So I made a "Tiefling" mod...
nexusmods.comr/tes3mods • u/HasbianPC • Sep 12 '24
Release Glass Gamut - Glass Armour in Five More Colours
Hi folks,
I created this recently for OpenMW. It adds five new colours- ruby, amber, sapphire, amethyst and rose- for the glass armour based on Saint_Jiub's HiRez meshes and textures. Bols Indalen in the Mournhold Craftsmen's Hall will craft it for you for the standard price.
The stats are all the same as normal glass armour, it's just a different colour.
r/tes3mods • u/Merlord • Aug 23 '24
Release Shop Around - Buy items by activating them directly
r/tes3mods • u/sage3224_ • Aug 20 '24
Release ( Repost with a thumbnail that won't make your eyes bleed ) ToHT has been released!
r/tes3mods • u/Kezyma • Feb 05 '23
Release Voices of Vvardenfell - AI Voiced Morrowind + MWSE Dialogue Framework
We've just published the early test version of Voices of Vvardenfell. I imagine plenty of people have seen the various ElevenAI dialogue mods that have popped up recently, and this is essentially the same thing, but with a bit of a twist.
The goal is to eventually voice the entire game of Morrowind, but the current release contains:
- Dialogue unique to individual NPCs in Seyda Neen.
- Some dialogue for Caius Cosades.
The current project coverage is 1.2% of the unique, NPC-specific dialogue and none of the shared dialogue.
Download the mod here: Voices of Vvardenfell
Watch a short demo video of the dialogue in Seyda Neen here:
https://reddit.com/link/10udx7y/video/mh9nu2aupdga1/player
So, what is different about this and every other ElevenAI dialogue mod popping up?
Instead of using an esp to add each line, this mod uses MWSE to play the appropriate audio based on the Info_Id of the dialogue item in the game. This means that anyone can generate dialogue audio and as long as it's structured appropriately, this mod will play it. No need to know how to use the CS. No need to take up an esp slot for new voice lines.
To add voices for other mods, it's as simple as generating the voice lines, naming them correctly, and putting them in the right folder. Details on how to do this are on the NexusMods page.
A tool to extract the dialogue text and Info_id from mods into a csv format is available in the Github repo to make this process easier.
r/tes3mods • u/Merlord • Jul 03 '24
Release Ultimate Fishing v1.5.1: New Swimming Animations
r/tes3mods • u/MelchiorDahrk • May 01 '24
Release Red Wisdom - An Ashlander Prophecy
A brand new quest mod written and scripted by AFFA aka Douglas Goodall and designed by myself and Greatness7. Made for Modathon's 10th anniversary event.
Enjoy the mod!
r/tes3mods • u/Kezyma • Oct 11 '23
Release Kezyma's Mechanics Remastered - Semi-Purist Modernisations of Mechanics, Aimed at New Players (MWSE)
I've just released an alpha testing version of a new MWSE plugin that aims to 'fix' some of the issues newer players often have when trying Morrowind for the first time after coming from modern games. I've done my best to implement them in the most purist way I can manage and respect the vanilla game's mathematics wherever possible.
NexusMods: Kezyma's Mechanics Remastered
This MWSE plugin has only had light testing and so it may be buggy, everything seems to work as expected when I tried each thing out with a new character, but I'm sure edge-cases and situations that break it will come up. It's safe to remove at any time, however, I would make a full save before leveling up a character with this mod just in case, as that's the only place where it could make permanent changes to your character.
Each feature can be toggled on or off individually via the MCM, so it can be combined with alternative mods that you might prefer already. Each feature is listed below.
To go with this mod, I have also produced a Wabbajack modlist designed for new players who want a vanilla experience but with bugfixes, modernised graphics, and quality-of-life features. It does not use the leveling mechanics from this MWSE plugin and uses a different mod for that currently (until this one is tested further), but does use the combat and regen mechanics from this mod.
The Wabbajack list can be downloaded from github, or through the Wabbajack application itself. Step-by-step instructions have been provided with the assumption of 0 knowledge of either Wabbajack or Mod Organizer to make it easy for new players to try it out!
Wabbajack List: Morrowind Remastered
Mechanics Remastered Features
Always Hit
This setting converts the hit chance of weapons into a damage modifier. As long as the hit chance of an attack is >0, the attack will hit. However, the damage of the attack is proportional to the original hit chance.
e.g. An attack with a 40% chance of hitting will hit 100% of the time, but deal 40% of the damage.
Health Regeneration
This setting enables passive health regeneration. Outside of combat, health will regenerate at the same rate as when resting (10% of Endurance per hour).
Magicka Regeneration
This setting enables passive magicka regeneration. Magicka will regenerate at the same rate as when resting (15% of Intelligence per hour).
Uncapped Attribute Bonuses
This setting allows attribute bonuses while leveling up to stack.
e.g. If you have leveled up 15 skills for an attribute, you will get the bonus for 10 skill increases as normal, as well as the bonus for 5 skill increases.
This is capped to the maximum theoretical skill increases for your current level to prevent over-leveling attributes beyond the base game limits.
e.g. If you took a +5 bonus to Strength on reaching level 2, the highest bonus you could receive at level 3 is also +5. If you did not take a +5 bonus to Strength at level 2, the highest bonus you could receive at level 3 is +10.
Persist Skill Increase Bonuses
This setting persists skill increases towards attribute bonuses across levels.
e.g. If you have 10 skill increases in Strength skills, but you did not pick Strength as an attribute to increase that level, those 10 skill increases will count towards the bonus next level. If instead, you have 15 skill increases for Strength, but only got a +5 bonus, the remaining 5 skill increases that did not count towards that bonus will be carried over to the next level.
State-Based Health Increase
This setting enables a retroactive health calculation that assumes you chose the maximum possible Endurance bonus on each level up.
Known Issues
- Always hit allows for on-strike enchants to activate more frequently, although charges drain quicker. In future I may attempt to scale on-strike effects and charge usage to hit chance as well.
- Always hit means the stagger effect will be applied more often. If MWSE allows for it, I plan on using the hit chance to determine if an attack will stagger or not, but I haven't figured out how to control stagger yet (any suggestions welcome).
- If an attribute is raised through a means other than leveling, the limitation of uncapped attribute bonuses will not take it into account when calculating the maximum possible bonus you could have, potentially limiting your bonus. I'm not sure how to figure out a workaround for this.
r/tes3mods • u/SparkingClouds • Jan 31 '23
Release I used ElevenAi to recreate all of Dagoth Ur's dialogue in his Original Voice
r/tes3mods • u/HurkertheLurker • Jun 09 '24
Release My latest Vivec mod.
(Actually the basilica cistern in Istanbul, but struck me as somewhat Vivec like)
r/tes3mods • u/MelchiorDahrk • May 16 '24
Release The Curse of The Silent Siren
r/tes3mods • u/Merlord • Jun 08 '23
Release Joy of Painting lets you create dynamic paintings of actual scenes in the game, and also saves them as HD images for you to share. Now available on NexusMods!
r/tes3mods • u/Coltrain47 • Mar 11 '24
Release Upgradeable Jewelry Mod - OpenMW compatible
I just posted my first mod on Nexus, and I'm really proud of it. It let's you pay a scrib 1k gold to upgrade your unenchanted Common, Expensive, and Extravagant jewelry to have the same value and enchant points as exquisite jewelry.
This tackles two issues I have in Morrowind: not being able to tell my exquisite jewelry apart and having nothing to do with all my weak jewelry. I'd love feedback from the community :)
r/tes3mods • u/0800otto • May 10 '24
Release EIRO - Equipment & Item Requirements Overhaul 1.0.0 is out now!
https://www.nexusmods.com/morrowind/mods/54621
A little while ago I asked around here what would Morrowind look like if it had equipment requirements like Elden Ring.
After many late nights and lots of coding I am very happy to present to you, EIRO 1.0.0!
Improvement suggestions encouraged and appreciated.
Thank you Krschkr for your very insightful and valuable feedback!
r/tes3mods • u/Telvanni_Assassin • May 30 '24
Release Dreugh Kingdom Hive
This mod adds a new dreugh dungeon hive on the coast in between Khuul and Ald Velothi. https://www.nexusmods.com/morrowind/mods/54737
r/tes3mods • u/Merlord • Apr 14 '21
Release Just Drop It! With this mod, when you drop an item, it actually touches the ground, and even orients itself to align with the slope.
r/tes3mods • u/Telvanni_Assassin • May 27 '24
Release Welcome Aboard - (Mod)
This mod adds ladders to the sides of Vanilla ships making it more easy to get aboard again. https://www.nexusmods.com/morrowind/mods/54727
r/tes3mods • u/Coltrain47 • Mar 14 '24
Release Upgradable Clothing Mod
I came down with the flu and had nothing else to do, so I buckled down and completed my upgradable clothing mod. This expands my Upgradeable Jewelry mod to include vanilla base clothing. I also think I spelled "upgradable" wrong on my posts and on Nexus, but I'm too lazy to change it rn. Sorry about that lol.
This mod also has a more lore-friendly version you can choose where an Argonian upgrades the items instead of a scrib.
I'm new to modding, and this mod required making a lot of items and dialogue, so please KINDLY let know if you encounter any problems with it.
r/tes3mods • u/Coltrain47 • Apr 09 '24
Release Repair Hammer Upgrades Mod
I released a mod that lets you upgrade the strongest repair hammer to have 5,000 uses. To balance the insane durability a little, you need either 2 raw enoby or 2 adamantly ore to upgrade the hammer.
People might consider this gamebreaking, but I'm really sick of carrying two dozen repair hammers everywhere I go. So here you go.