Mod status: Difference between revisions

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{{Notice |style=clear: right; |float=right |width=30% |title=Installation |note=See [[Mod installation]] for how to add mods to OpenMW.<p style="font-size: 120%; font-weight: bold; text-align: center;">Help/Discussion</p><p>See the [https://forum.openmw.org/viewforum.php?f=40 Mod Compatibility forum].</p>}}
{{Notice |style=clear: right; |float=right |width=30% |border-color=Orange |title=More mods |note=Some individual users also have {{em|testing-in-progress}} notes about many more mods, e.g. [[User:Darklocq/Mod testing notes|here]].}}


== Working Status of existing Morrowind Mods ==
== Introduction ==


Once you have played through the basic Morrowind you will probably want to start adding some of the hundreds of mods so you enhance parts of game play to suit your style or just improve the look and variety in the game. This page is a list of mods and their status in regards to running on the OpenMW engine.
Once you have played through unmodded Morrowind and its expansions, you probably want to add some spice to your next playthrough: thousands of modifications (mods) are available to enhance the overall gameplay, adjust the game mechanics to your tastes, or simply improve the graphics quality. There also are mods which add new landscapes and quests – and some are proper total conversions (TCs), stand-alone games taking Morrowind's engine as a basis.


What the status symbols mean:
The OpenMW project has set one of its main goals to provide compatibility with each and every Morrowind mod which
<table>
*is a pure replacer or a modification created with the original Construction Set,
<tr><td>[[File:green.png|35 px|Status]]</td><td>Works as in vanilla, there may be a couple of warning messages written to the error log but nothing that affects the function.</td></tr>
*doesn't rely on third-party software or other engine hacks,
<tr><td>[[File:orange.png|35 px|Status]]</td><td>Currently some or most of the mod works as expected but there are issues, see the description text for bug references or work arounds.</td></tr>
*doesn't contain any severe scripting errors or other crucial design flaws.
<tr><td>[[File:red.png|35 px|Status]]</td><td>Not working yet, the description text should explain why and which bugs affect the mod.</td></tr>
<tr><td>[[File:black.png|35 px|Status]]</td><td>This mod is not expected to ever work in OpenMW due to major errors in the mod or it using functions that are not available.</td></tr>
</table>


For installing mods check the tutorial section for the OpenMW improved [[Mod installation]] method
Our engine is, of course, not perfect and certain mods may fail to load or may show unexpected behaviour. If you encounter any bugs with a mod, please report them at our [https://bugs.openmw.org/ bugtracker] or at our [https://forum.openmw.org forums] (newbies should check out our [[Bug Reporting Guidelines]]). Additionally, we have created this page to keep track of tested Morrowind mods and provide information about issues related to each of these mods.


Anyone who is a member of the wiki group can add details of mods they have tested, see the user control panel to get access, or if you are unsure of wiki editing you can message Tinker from the forum member list.
=== Mod installation ===


<!-- Note for editors
OpenMW uses a more flexible method for installing mods. Check out our [[Mod installation]] Wiki page here.
You can use this line to copy a paste a template line into the table.


<tr><td>'''Name'''</td><td>[[File:colour.png|35 px|Status]]</td><td>url</td><td>Description</td><td>version</td></tr>
=== Mod sources ===


Each mod should alphabetically by name and the status of the mod as a image, change the png filename to one of these - green (works without exception), orange (works with exceptions), red (broken) and black (will never work), the url for downloading it (only if it works) and a description, explaining if there are differences between vanilla behaviour and OpenMW and/or what breaks and workarounds, please also link to any bug reports on the bug tracker, then finally which version of OpenMW it was tested on. -->
The OpenMW team does not provide any mods or external mod tools. However, there are a couple of great mod libraries for TES III: Morrowind (this list is not exhaustive):
{| role="presentation"
|-
!'''Open mod libraries and indexes:'''
! style="padding-left: 5em;" | '''Project-specific, or selected contributors:'''
|-
| style="vertical-align: top;" |
* [[File:Icon_Flag_British.png|20 px|English Language]] [http://mw.modhistory.com/download Modding History]
* [[File:Icon_Flag_British.png|20 px|English Language]] [http://www.nexusmods.com/morrowind Morrowind Nexus]
* [[File:Icon_Flag_British.png|20 px|English Language]] [http://www.moddb.com/games/morrowind/mods Mod DB]
* [[File:Icon_Flag_British.png|20 px|English Language]] [http://www.mwmythicmods.com Morrowind Mythic Mods]
<!-- Non-English sites-->
* [[File:Icon_Flag_German.png|20 px|German Language]] [http://www.ei-der-zeit.com/forum/filebase/index.php?filebase/36-morrowind Ei der Zeit]
* [[File:Icon_Flag_German.png|20 px|German Language]] [http://www.elderscrollsportal.de/ressourcen/kategorien/morrowind.4/ Elder Scrolls Portal]
* [[File:Icon_Flag_German.png|20 px|German Language]] [http://www.worldofelderscrolls.de/?go=3pluginliste World of Elder Scrolls]
| style="padding-left: 5em; vertical-align: top;" |
* [[File:Icon_Flag_British.png|20 px|English Language]] [http://download.fliggerty.com/download-55 Great House Fliggerty]
* [[File:Icon_Flag_British.png|20 px|English Language]] [http://lovkullen.net/Emma/ Emma's Elder Scrolls Site]
* [[File:Icon_Flag_British.png|20 px|English Language]] [https://www.tamriel-rebuilt.org/ Tamriel Rebuilt]
* [[File:Icon_Flag_British.png|20 px|English Language]] [https://project-tamriel.com/downloads Project Tamriel]
* [[File:Icon_Flag_British.png|20 px|English Language]] [http://lgnpc.org Less Generic NPC Project]
|}


<table rules=rows frame=hsides CELLPADDING=5>
=== Further information and discussion ===


<tr><th>Mod name</th><th>Status</th><th>Download url</th><th width=60%>Description</th><th>OpenMW version</th></tr>
Anyone who is a member of the ''Wiki'' group can add details of mods they have tested; see the forum's [https://forum.openmw.org/ucp.php User Control Panel] and assign yourself to the group in order to get access.


<tr><td>'''Abot's Silt Striders'''</td><td>[[File:red.png|35 px|Broken]]</td><td> </td><td>While the selection of the scenic travel option works and you actually start moving in the right direction, there are a great number of problems that make this mod almost unusable: The rotation of the silt strider is 90° off, the silt strider screams much too often, the game might start getting laggy until it freezes completely, the automatic closing of the travel dialogue doesn't work and if you get off early you will be flung through the air and killed. [https://bugs.openmw.org/issues/1942 Bug #1942] Update: Scrawl recently fixed the sound duplication and crash issues, the automatic closing of the dialogue works now too, but the rotation of the Silt Strider is still off. These changes are currently only available in recent Nightlies.</td><td>0.33</td></tr>
We also have a [https://forum.openmw.org/viewforum.php?f=40 Mod Compatibility] subforum where any issues can be discussed thoroughly.


<tr><td>'''Abot's Water Life'''</td><td>[[File:red.png|35 px|Not yet]]</td><td>[http://www.nexusmods.com/morrowind/mods/42417/ Nexus]</td><td>Several scripting problems. [https://bugs.openmw.org/issues/2078 Bug #2078] fixed in trunk should work in 0.35</td><td>0.34</td></tr>
If you want to test Morrowind mods in OpenMW but don't know how to start, check out our [[Mod testing guidelines]] page. If you already know how to properly test mods in OpenMW, please check this page out too because it also contains information regarding posting your test results.


<tr><td>'''Advanced Herbalism'''</td><td>[[File:orange.png|35 px|Works with issues]]</td><td>[http://www.nexusmods.com/morrowind/mods/43361/? Nexus] </td><td>This mod could never have worked properly in vanilla due to script errors. There is an updated version where the scripts work but there is still a problem that trainers do not always apear.</td><td>0.34</td></tr>
== Working status of existing Morrowind mods ==


<tr><td>'''Animated Morrowind - Expanded'''</td><td>[[File:red.png|35 px|Broken]]</td><td>[http://mw.modhistory.com/download--6629 Mod history] </td><td> The "fixed" version loads without errors in OpenMW and added characters do appear. The mod is also affected by [https://bugs.openmw.org/issues/2180 Bug #2180] - fixed in 0.34 and nine scripts in the required Animated Morrowind mod are broken due to use of "> =" instead of ">=" [https://bugs.openmw.org/issues/2185 Bug #2185] - fixed in current git master</td><td>0.33</td></tr>
The following list of "tested", "test in progress", "needs re-testing", or "not tested yet" mods makes no claim to be complete. Every Morrowind modification fulfilling the requirements mentioned above should work with OpenMW. The statements made about a mod's working status refer to a clean OpenMW installation, only using the particular mod and its required content files.


<tr><td>'''Apel's Fire Retexture'''</td><td>[[File:red.png|35 px|Broken]]</td><td>[http://www.nexusmods.com/morrowind/mods/42554 Nexus] </td><td> The flames don't appear in game and you will receive errors in openmw.log "error during rendering: NIFFile Error: Unknown record type NiFogProperty" [https://bugs.openmw.org/issues/920 Feature #920] Update: Reading NiFogProperty is available in current git master, so the mod works, but ""Unhandled property type: NiFogProperty" errors will still be displayed since the property doesn't do anything yet</td><td>0.34 (works in Nightlies)</td></tr>
=== Lists of catalogued mods ===
<span id="List of catalogued mods"></span><!--Old section name; may have incoming links.-->
* [[Alchemical and Spell Mods]]
* [[Armor and Weapon Mods]]
* [[Bethesda Softworks Mods]]
* [[Companion Mods|Companion (follower) mods]]
* [[Creature Mods]]
* [[Gameplay Mods]]
* [[Mesh and Texture Mods]]
* [[House Mods]]
* [[Item Mods]]
* [[NPC Mods]]
* [[Quest Mods]]
* [[OpenMW Mods]]
* [[Overhaul Mods]]
* [[Script Fix Mods]]
* [[Sound and Voice Mods]]
* [[Total Conversion Mods]]
* [[User Interface Mods]]


<tr><td>'''Balmora Balcony House'''</td><td>[[File:green.png|35 px|Good]]</td><td>[http://www.nexusmods.com/morrowind/mods/324/? Nexus]</td><td>Adds a house in Balmora in Balmoras Canal West Manor District. No problems found.</td><td>0.33</td></tr>
=== Fixing mods that use fake bump maps ===
<span id="Mods using fake bump maps"></span><!--Old section name; may have incoming links.-->
Bump maps produce a realistic shine on textures. Morrowind Code Patch (MCP) made it possible to use so-called ''fake bump maps'' in vanilla Morrowind. Apart from these maps not achieving the quality of real bump maps, our engine has a problem with this approach: The fake-bump-map method imports the normal map into an environment-map block in the <samp>.nif</samp> file. Both OpenMW and vanilla Morrowind will display such a model with excessively shiny or glowing textures. MCP is used with vanilla Morrowind to "fix" this by darkening all the environment maps. However, OpenMW's engine natively supports real bump maps (specifically the types called ''normal maps'' and ''spectral maps''), which renders the hacky MCP version obsolete anyway.


<tr><td>'''Better Bodies'''</td><td>[[File:green.png|35 px|Good]]</td><td>[http://www.nexusmods.com/morrowind/mods/3880/? Nexus]</td><td>Replaces the original segmented bodies with new, continuous bodies. No problems found.</td><td>0.34</td></tr>
Our member Lysol has created [https://openmw.readthedocs.io/en/stable/reference/modding/convert_bump_mapped_mods.html a tutorial on how to get rid of these shiny textures in OpenMW].


<tr><td>'''Books of Vvardenfell'''</td><td>[[File:green.png|35 px|Good]]</td><td>[http://download.fliggerty.com/download--880 Fliggerty]</td><td>Tested by PoorYorec. Everything seems to work as expected though some books do have slightly different titles in the inventory than those in the books.</td><td>0.34</td></tr>
To cut a long story short: Mods using fake bump maps will always appear very shiny in OpenMW. This can only be fixed by editing the textures/meshes.


<tr><td>'''BTB's Sorted New Alchemy Potions'''</td><td>[[File:green.png|35 px|Good]]</td><td>[http://mw.modhistory.com/download-37-6752 Mod history] </td><td> Using the esp for AOF style potions and the meshes, textures, icons for Vanilla style potions, the mod works perfectly</td><td>0.33</td></tr>
=== ''Morrowind Graphics and Sound Overhaul'' (MGSO) incompatibility ===
<span id="Morrowind Graphics and Sound Overhaul (MGSO)"></span><!--Old section name; may have incoming links.-->
''Morrowind Overhaul: Sounds & Graphics'' a.k.a. MGSO is one of the biggest and best-known Morrowind mod compilations. It consists of around 300 mods and integrates well-known utilities like the ''Morrowind Code Patch'' (MCP) and the ''Morrowind Graphics Extender'' (MGE). It comes with its own installer which allows players to adjust everything to their tastes.


<tr><td>'''CharGen Revamped'''</td><td>[[File:green.png|35 px|Good]]</td><td>[http://mw.modhistory.com/download-55-985 Mod History]</td><td>No problems works as in vanilla.</td><td>0.34</td></tr>
Unfortunately, OpenMW does not support installer-based modifications like MGSO, rendering it essentially incompatible with OpenMW. However, you may set up MGSO on your vanilla Morrowind installation, then import your data and mod list to OpenMW, and hope for the best.


<tr><td>'''Creatures'''</td><td>[[Testing]]</td><td>[http://www.nexusmods.com/morrowind/mods/30563/? Nexus]</td><td>There seems to be a problem with Nix-Pups being larger than intended (''edit by scrawl: this might be fixed by commit 4e0d16da8c4651 in git master / 0.35''). and Slaughterfish rarely spawn on shore, out of the water. More testing is required.</td><td>0.33</td></tr>
In any case, we've added many of the corresponding mods to the mod compatibility lists above; check out the full list of mods included in MGSO, on our [[MGSO]] Wiki page. (The original list was formerly available at the authors' website but has somehow vanished.)


<tr><td>'''Enhanced Economics'''</td><td>[[Testing]]</td><td>[http://www.nexusmods.com/morrowind/mods/43214/? Nexus]</td><td>No problems found so far. Should work fine unless a issue related to levelled lists appears.</td><td>0.33</td></tr>
== Utilities software for Morrowind ==
<span id="Utilities for vanilla Morrowind"></span><!--Old section name; may have incoming links.-->
There are quite a few third-party utilities for Morrowind which allow players to increase the game's graphical quality, tweak its performance, edit content, adjust the load order of content files, and so forth. While most of these programs are not compatible with OpenMW, some of them may be used to "prepare" an existing Morrowind installation and port the results to OpenMW. At your own risk, of course.


<tr><td>'''Galsiah's Character Development'''</td><td>[[File:orange.png|30 px|Works with issues]]</td><td>[http://www.moddb.com/games/morrowind/addons/galsiahs-character-development Moddb]</td><td>Makes alterations to the levelling system and allows attributes to go over 100. Currently attributes going over 100 causes an error, but the mod appears to work fine otherwise. Go to https://bugs.openmw.org/issues/2036 for more information.</td><td>0.33</td></tr>
=== List of catalogued utilities ===
<div style="margin-left: 3em;">''Forthcoming: a column showing operating system(s), if applicable (many of these tools require MS Windows).''</div>


<tr><td>'''Graphic Herbalism'''</td><td>[[File:green.png|35 px|Good]]</td><td>[http://mw.modhistory.com/download-1-5831 Mod history] </td><td>Works as in vanilla, no problems found, not even the known vanilla bug in the readme.</td><td>0.34</td></tr>
'''Status indicators:''' hover over icons to see their meanings.
{|class="wikitable sortable mw-collapsible" style="width:100%"
|+ style="text-align:left;font-size:120%;font-style:italic;font-weight:normal;text-decoration:underline;text-indent:1%"|Table 4. List of catalogued utilities
|-
! scope="colgroup" colspan="4" class="unsortable" style="text-align:left;font-size:120%;font-style:normal;font-weight:bold"|Mod Info
! scope="colgroup" colspan="4" class="unsortable" style="text-align:left;font-size:120%;font-style:normal;font-weight:bold"|Test Info
|-
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal"|Name
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal"|Version
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:8%"|Author
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:6%"|Status [[#Status_Indicators|<nowiki>[?]</nowiki>]]
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:8%"|Test Version
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:6%"|Test Date
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:6%"|Tester(s)
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Comments
|-
| Animation Kit {{dlmod|nexus|43606}} || style="text-align:center"|2.1 || LizTail || style="text-align:center"|[[File:Icon_Green.png|45 px|Usable.]] || style="text-align:center"|OpenMW 0.40.0 || style="text-align:center"|2016/10/20 || Atahualpa || Works as intended. Just use it with your vanilla installation of Morrowind.
|-
| BSA Unpacker MW {{dlmod|nexus|12189}} || style="text-align:center"|1.0 || Timeslip || style="text-align:center"|[[File:Icon_Green.png|45 px|Usable.]] || style="text-align:center"|- || style="text-align:center"|2016/10/03 || Atahualpa || Works as intended to extract BSA files so you can edit the textures or meshes contained therein. {{strong|Note}}: Your installation of OpenMW already includes a command line [[Tools#BSATool|tool]] for this same job.
|-
| ESP Cleaner {{dlmod|nexus|3870}} || style="text-align:center"|? || Horatio || style="text-align:center"|[[File:Icon_Green.png|45 px|Usable.]] || style="text-align:center"|- || style="text-align:center"|2016/10/03 || Atahualpa || OpenMW does not alter the <samp>.esp</samp> format. Accordingly, mod creators and players can use this tool to clean <samp>.esp</samp> files and use them with OpenMW. OpenMW provides its own file formats <samp>.omwaddon</samp> and <samp>.omwgame</samp> which replace <samp>.esp</samp> and <samp>.esm</samp>, respectively, for content created with OpenMW-CS. These files do not work with ESP Cleaner.
|-
| GMST Vaccine and GMST Fix {{dlmod|author|url=http://wryemusings.com/GMST%20Vaccine%200-02.zip}} || style="text-align:center"|0.02 || Wrye (Vaccine) and ManaUser (Fix) || style="text-align:center"|[[File:Icon_Green.png|45 px|Usable.]] || style="text-align:center"|- || style="text-align:center"|n/a || n/a || ESP tools for preventing and curing GMST contamination, respectively. The vaccine should still be usable via vanilla CS, the fix should work directly in OpenMW (but please read documentation first).
|-
| mlox {{dlmod|nexus|43001}} || style="text-align:center"|0.61 || JohnMoonsugar || style="text-align:center"|[[File:Icon_Yellow.png|45 px|Not recommended.]] || style="text-align:center"|- || style="text-align:center"|2016/10/03 || Atahualpa || You may use this tool to find the optimal load order for your mods on your original Morrowind installation, then keep your fingers crossed and manually transfer the resulting load order to the OpenMW launcher.
|-
| Mod Organizer [https://www.nexusmods.com/skyrimspecialedition/mods/6194 Nexus SSE section] || style="text-align:center"|2.1.3 || LePresidente || style="text-align:center"|[[File:Icon_Yellow.png|45 px|Not recommended.]] || style="text-align:center"|- || style="text-align:center"|2018/06/10 || Starsheep || For Windows users. Mod Organizer 2.1.3 is compatible with the original Morrowind out of the box and doesn't touch any of your game files. You can use it to build your loadout while benefitting from all the MO features for files organization and interface with nexusmods.  External tools like mlox or nifskope can be run through MO to see the consolidated /data Files folder in the virtual file system. It cannot launch OpenMW which uses its own VFS, but a script{{dlmod|nexus|45642}} made by AnyOldName3 can automatically add to your openmw.cfg all the data= and content= entries related to your MO profile.
|-
| Morrowind Code Patch {{dlmod|nexus|19510}} || style="text-align:center"|2.2 || Hrnchamd<br />Psyringe || style="text-align:center"|[[File:Icon_Gray.png|45 px|Will never work with OpenMW.]] || style="text-align:center"|- || style="text-align:center"|2016/10/03 || Atahualpa || Not compatible with OpenMW; see our [[MCP]] Wiki page for further information.
|-
| Morrowind Enhanced {{dlmod|author|url=http://modsreloaded.com/morrowind-enhanced}} || style="text-align:center"|1.6 || aerelorn|| style="text-align:center"|[[File:Icon_Gray.png|45 px|Will never work with OpenMW.]] || style="text-align:center"|- || style="text-align:center"|2017/6/20 || Thunderforge || Not compatible with OpenMW; designed to only work alongside vanilla Morrowind.exe
|-
| Morrowind FPs Optimizer {{dlmod|nexus|3875}} || style="text-align:center"|1.0 || Alexander Stasenko || style="text-align:center"|[[File:Icon_Gray.png|45 px|Will never work with OpenMW.]] || style="text-align:center"|- || style="text-align:center"|2016/10/03 || Atahualpa || This utility only works with the original Morrowind process which makes it incompatible with OpenMW. The possibility to dynamically adjust the rendering quality depending on the FPS is a nice idea though – and not possible in OpenMW yet.
|-
| Morrowind Graphics Extender (MGE) {{dlmod|nexus|5535}} || style="text-align:center"|3.8.0 || LizTail<br />Timeslip || style="text-align:center"|[[File:Icon_Gray.png|45 px|Will never work with OpenMW.]] || style="text-align:center"|- || style="text-align:center"|2016/10/03 || Atahualpa || Not compatible with OpenMW; see our [[MGE XE]] Wiki page for further information.
|-
| Morrowind Graphics Extender XE (MGE XE) {{dlmod|nexus|41102}} || style="text-align:center"|0.9.10 || Hrnchamd || style="text-align:center"|[[File:Icon_Gray.png|45 px|Will never work with OpenMW.]] || style="text-align:center"|- || style="text-align:center"|2016/10/03 || Atahualpa || Not compatible with OpenMW; see our [[MGE XE]] Wiki page for further information.
|-
| Morrowind Interactive Map {{dlmod|author|url=https://elderscrolls.net/files/morrowind/MIM_Hi.rar}} || style="text-align:center"|Final || Geronimo, Dave Humphrey, Khabarik || style="text-align:center"|[[File:Icon_Green.png|45 px|Works fine.]] || style="text-align:center"|- || style="text-align:center"|n/a || n/a || This is just an interactive map which you can consult to find specific places in Morrowind (especially if you sometimes have no access to UESP due to having no internet, for example). It is an external tool and is used solely outside of the game, so it is always usable regardless of engine.
|-
| Morrowind Mod Manager {{dlmod|nexus|26260}} || style="text-align:center"|1.0 || Timeslip || style="text-align:center"|[[File:Icon_Red.png|45 px|Almost useless.]] || style="text-align:center"|- || style="text-align:center"|2016/10/03 || Atahualpa || You may use this tool to mess around with your original Morrowind installation. However, launching OpenMW via the "Launch Morrowind" button is not possible (obviously) which drastically decreases the program's usability.
|-
| Morrowind Plugin Manager {{dlmod|nexus|3867}} || style="text-align:center"|1.2 || DW || style="text-align:center"|[[File:Icon_Yellow.png|45 px|Not recommended.]] || style="text-align:center"|- || style="text-align:center"|2016/10/03 || Atahualpa || You may use this tool to install mods to your original Morrowind installation and make adjustments to your load order and stuff there, finally setting the exact same load order in the OpenMW launcher. However, OpenMW provides its own way of installing mods making it possible to use as many data folders as you want to, while adjusting the load order at will in our launcher.
|-
| Morrowind Resolution Fixer {{dlmod|nexus|43207}} || style="text-align:center"|1.0 || DarkWolfModding || style="text-align:center"|[[File:Icon_Gray.png|45 px|Will never work with OpenMW.]] || style="text-align:center"|- || style="text-align:center"|2016/10/03 || Atahualpa || Not compatible with OpenMW but our engine provides support for all common screen resolutions anyway. <br />(To be honest, this software doesn't even work with my original Morrowind installation. And messing around with the registry isn't very user-friendly to say the least.)
|-
| Morrowind Script Extender (MWSE) {{dlmod|mmh|0-12394}} || style="text-align:center"|0.94a || AnthonyG<br />Fliggerty || style="text-align:center"|[[File:Icon_Gray.png|45 px|Will never work with OpenMW.]] || style="text-align:center"|- || style="text-align:center"|2016/10/03 || Atahualpa || Not compatible with OpenMW; see our [[MWSE]] Wiki page for further information.
|-
| OpenMW Leveled List Fixer {{dlmod|author|url=https://github.com/jmelesky/omwllf}} || style="text-align:center"|1.0 || jmelesky || style="text-align:center"|[[File:Icon_Green.png|45 px|Works fine.]] || style="text-align:center"|OpenMW 0.43.0 || style="text-align:center"|May 2018 || jmelesky || Requires Python 3.3 or higher.
|-
| TES Plugin Tool (TESTool) {{dlmod|mmh|10-1530}} || style="text-align:center"|1.0 || ghostwheel || style="text-align:center"|[[File:Icon_Red.png|45 px|Almost useless.]] || style="text-align:center"|- || style="text-align:center"|2016/10/03 || Atahualpa || You may use this tool to mess around with your original Morrowind installation. Please note that OpenMW does not support merging leveled lists directly (see OpenMW Leveled List Fixer, above).
|-
| TESIniTweaker {{dlmod|nexus|43329}} || style="text-align:center"|3.5.2 || Moorindal || style="text-align:center"|[[File:Icon_Yellow.png|45 px|Not recommended.]] || style="text-align:center"|- || style="text-align:center"|2016/10/03 || Atahualpa || You may use this tool to adjust the settings in your Morrowind.ini file and, then import the modified .ini file from within the OpenMW launcher. Please note that doing so may lead to certain settings in your OpenMW settings file getting overwritten.
|-
| TESPCD {{dlmod|nexus|475}}|| style="text-align:center"|0.31 || Ely Soto || style="text-align:center"|[[File:Icon_Green.png|45 px|Usable.]] || style="text-align:center"|- || style="text-align:center"|2016/10/03 || Atahualpa || You may use this tool with unclean or conflicting mods in order to get the issues solved.
|-
| Wrye Mash {{dlmod|nexus|27588}} || style="text-align:center"|84 || Wrye || style="text-align:center"|[[File:Icon_Red.png|45 px|Almost useless.]] || style="text-align:center"|- || style="text-align:center"|2016/10/03 || Atahualpa || You may use this tool to mess around with your original Morrowind installation. Please note that OpenMW savegames aren't compatible with vanilla ones and, thus, cannot be managed via Wrye Mash. The infamous doubling bug doesn't occur in OpenMW.
|}


<tr><td>'''HiRes Scrib'''</td><td>[[File:green.png|35 px|Good]]</td><td>[http://www.nexusmods.com/morrowind/mods/43352/? Nexus]</td><td>Simple texture replacer for the scrib, works just like in vanilla</td><td>0.33</td></tr>
=== ''Morrowind Script Extender'' (MWSE) incompatibility ===
<span id="Morrowind Script Extender (MWSE)"></span><!--Old section name; may have incoming links.-->
Mods that require MWSE will not work in OpenMW. This utility expands the scripting capabilities of the original Morrowind engine. It is a stand-alone MS Windows executable and does not work with OpenMW. Some of its features may be added to OpenMW after our 1.0 release (see our [[MWSE]] Wiki page for further information), and an OpenMW fork experimenting with [[Scripting Extension]] is already in advanced development (requires at least Python 3.3, Lua 5.1, and SWIG 3).


<tr><td>''' Living Cities of Vvardenfell'''</td><td>[[File:orange.png|35 px|Works with issues]]</td><td>[http://mw.modhistory.com/download-15-7944 Mod history]</td><td> Prevents Morrowind from loading the game world after leaving the prison ship starting the game. The following error found in openmw.log  “Error in framelistener: Object 'wr_morfaction1' not found (const)” [https://bugs.openmw.org/issues/2203 bug#2203]See also discussion [https://forum.openmw.org/viewtopic.php?f=2&t=2626 AIWander] and [https://bugs.openmw.org/issues/2195 bug #2195] - resolved in 0.35. </td><td>0.34</td></tr>
=== ''Morrowind Graphics Extender'' (MGE / MGE XE) incompatibility ===
<span id="Morrowind Graphics Extender (MGE / MGE XE)"></span><!--Old section name; may have incoming links.-->


<tr><td>'''Morrowind Comes Alive'''</td><td>[[File:orange.png|35 px|Works with issues]]</td><td>[http://www.nexusmods.com/morrowind/mods/6006/? Nexus]</td><td>Adds various randomly generated npcs in cities and the wilderness. Currently it does work, but incompatibilities appear to exist; OpenMW error log and OpenCS report various problems.[https://bugs.openmw.org/issues/2180 Bug #2180] - fixed in 0.34 This mod also uses RemoveFromLevCreature which is not implemented in OpenMW yet and is not recommenced as a method of adjusting levelled lists as it will break any other mod using levelled lists, see Scripting for dummies 9, page 156. I would classify this as broken as the mcasetup script cannot run. [https://bugs.openmw.org/issues/1546 bug #1546] - fixed in current git master</td><td>0.33</td></tr>
Mods that require MGE will not work in OpenMW. These utilities improve Morrowind's overall graphical quality, make it possible to control certain graphics settings via scripts, and add several new features to the original engine, e.g., a variety of shaders. It is a stand-alone MS Windows executable and does not work with OpenMW. Many of their features have already been added to OpenMW with more on the way, and some of OpenMW's feature already surpass some of MGE's and MGE XE's. See our [[MGE XE]] Wiki page for more information.


<tr><td>'''Morrowind Crafting'''</td><td>[[File:green.png|35 px|Works.]]</td><td>[http://denina.fliggerty.com/forum/download/file.php?id=89 Fliggerty]</td><td>New version supplied by Tocatta, with fixed scripts. </td><td>0.34</td></tr>
=== ''Morrowind Code Patch'' (MCP) incompatibility ===
<span id="Morrowind Code Patch (MCP)"></span><!--Old section name; may have incoming links.-->


<tr><td> '''Morrowind Containers Animated'''</td><td>[[File:orange.png|35 px|Status almost there]]</td><td>[http://www.nexusmods.com/morrowind/mods/42238 Nexus] </td><td> In openmw 0.34 and lower, the animations are not playing. They require support for XYZ rotation keys, which has been added in the current git master (will become 0.35). In the development version the animations are playing and everything works without issues.<td>0.34 and development version for animation support</td></tr>
This utility fixes a good amount of buggy or poorly-written game mechanics, and Bethesda engine bugs, and brings a bunch of new (optional) features to vanilla Morrowind. It is a stand-alone MS Windows executable and does not work with OpenMW. Many of its features have already been either added to OpenMW or simply do not apply because the from-scratch nature of OpenMW never produced that particular bug in the first place. See our [[MCP]] Wiki page to learn more.


<tr><td> '''Morrowind Grass Mod'''</td><td>[[File:green.png|35 px|Good]]</td><td>[http://mw.modhistory.com/download-13-12004 Mod history] </td><td>Renders properly in OpenMW 0.34, earlier versions had a graphical glitch ([https://bugs.openmw.org/issues/1684 Bug #1684]).</td><td>0.34</td></tr>
== Testers ==


<tr><td>'''Necessities of Morrowind'''</td><td>[[File:green.png|35 px|Good]]</td><td>[http://mw.modhistory.com/download-35-12114 Mod history] </td><td>Seems to work as intended. There are a few script warning in the error logs but the mod author is fixing that for an updated version. OpenMW does not need the water level fix mentioned in the readme.</td><td>0.34 </td></tr>
Credits go to Bethesda for creating an exceptional game – exceptional in every sense – with unusual modding possibilities. Credits also go to the great Morrowind modding community which is still active after all these years. Finally, special thanks go to all the mod testers who made this page feel like a true list of tested mods rather than a small selection of user-created content.


<tr><td>'''Shrines - Restore Health and Cancel Options'''</td><td>[[File:red.png|35 px|Broken]]</td><td> </td><td>Restore health function does not work as the spell is set to 0 duration, which works in vanilla.[https://bugs.openmw.org/issues/2031 Bug #2031]</td><td>0.33</td></tr>
If a tester has chosen to link their talk page below, feel free to ask them for advice or assistance.


<tr><td>'''Skyrim crafting for Morrowind GOTY'''</td><td>[[File:red.png|35 px|Broken]]</td><td> </td><td>Contains many script errors. [https://bugs.openmw.org/issues/2185 Bug #2185] Fixed in 0.35. </td><td>0.34 RC1</td></tr>
{| role="presentation"
|-
| style="vertical-align: top;" |
* Amenophis
* Arakhor
* Arashi Aganawa
* asmo
* Atahualpa
* Cramal
* Darklocq ([[User talk:Darklocq|talk]];<br />[[User:Darklocq/Mod testing notes|mods in testing]])
| style="vertical-align: top; padding-left: 5em;" |
* Durisat
* Elderking1986
* Frik
* Hallfaer
* Iolite
* llirium
* Loriel ([[User talk:Loriel|talk]])
* metalpoetza
* Natalie
| style="vertical-align: top; padding-left: 5em;" |
* PoorYorec
* Slissith
* Sokami
* Steve Odom
* Thunderforge
* Tinker
* Xandaros
* ... and all you unknown testers!
|}


<tr><td>'''Starfire's NPC Additions'''</td><td>[[File:green.png|35 px|Good]]</td><td>[http://mw.modhistory.com/download-90-13583 Mod history]</td><td>Works as expected, but note it uses levelled lists which are not easily merged in OpenMW yet.</td><td>0.33</td></tr>
<!-- Note for editors:
Check out my Mod Testing Guidelines for information on how to add a mod to these lists. You can copy any of the existing lines, paste your findings in, and adjust the status symbol. Please keep the alphabetical order and make use of the Comments column!
– Atahualpa –
-->


<tr><td>'''Ules Farm'''</td><td>[[File:orange.png|35 px|Good]]</td><td>[http://www.nexusmods.com/morrowind/mods/43312/? Nexus]</td><td>There appear to be issues with missing textures, meshes and weird NPC behaviour. Console reports lots of errors. Go here for more information: [https://bugs.openmw.org/issues/2032 initial Bug report] - closed. New version 1.1 released 1 January 2015 many problems should be fixed. but a couple still remain [https://bugs.openmw.org/issues/2244 Bug2244].
[[Category:Testing]]
 
[[Category:Modding]]
<tr><td>'''Weathered Signs'''</td><td>[[File:green.png|35 px|Good]]</td><td>[http://mw.modhistory.com/download-56-7466 Mod history]</td><td>Replaces unreadable signs with readable text and makes the signs look a bit worn, works exactly like in vanilla.[[File:signs.png|110 px|Which way?]]</td><td>0.34</td></tr>
[[Category:Mod compatibility]]
 
<tr><td>'''Windows Glow Expansion v1.1'''</td><td>[[File:orange.png|35 px|Works With Issues]]</td><td>[http://mw.modhistory.com/download-87-14989 Mod History] </td><td> At night, the windows appear distorted, although they do glow. Green lights do not glow at all at night. [https://bugs.openmw.org/issues/2213 Bug #2213]. This is believed to be related to [https://bugs.openmw.org/issues/2122 Bug #2122]</td><td>0.34</td></tr>
 
 
</table>

Latest revision as of 02:22, 2 March 2020

Installation See Mod installation for how to add mods to OpenMW.

Help/Discussion

See the Mod Compatibility forum.

More mods Some individual users also have testing-in-progress notes about many more mods, e.g. here.

Introduction

Once you have played through unmodded Morrowind and its expansions, you probably want to add some spice to your next playthrough: thousands of modifications (mods) are available to enhance the overall gameplay, adjust the game mechanics to your tastes, or simply improve the graphics quality. There also are mods which add new landscapes and quests – and some are proper total conversions (TCs), stand-alone games taking Morrowind's engine as a basis.

The OpenMW project has set one of its main goals to provide compatibility with each and every Morrowind mod which

  • is a pure replacer or a modification created with the original Construction Set,
  • doesn't rely on third-party software or other engine hacks,
  • doesn't contain any severe scripting errors or other crucial design flaws.

Our engine is, of course, not perfect and certain mods may fail to load or may show unexpected behaviour. If you encounter any bugs with a mod, please report them at our bugtracker or at our forums (newbies should check out our Bug Reporting Guidelines). Additionally, we have created this page to keep track of tested Morrowind mods and provide information about issues related to each of these mods.

Mod installation

OpenMW uses a more flexible method for installing mods. Check out our Mod installation Wiki page here.

Mod sources

The OpenMW team does not provide any mods or external mod tools. However, there are a couple of great mod libraries for TES III: Morrowind (this list is not exhaustive):

Open mod libraries and indexes: Project-specific, or selected contributors:

Further information and discussion

Anyone who is a member of the Wiki group can add details of mods they have tested; see the forum's User Control Panel and assign yourself to the group in order to get access.

We also have a Mod Compatibility subforum where any issues can be discussed thoroughly.

If you want to test Morrowind mods in OpenMW but don't know how to start, check out our Mod testing guidelines page. If you already know how to properly test mods in OpenMW, please check this page out too because it also contains information regarding posting your test results.

Working status of existing Morrowind mods

The following list of "tested", "test in progress", "needs re-testing", or "not tested yet" mods makes no claim to be complete. Every Morrowind modification fulfilling the requirements mentioned above should work with OpenMW. The statements made about a mod's working status refer to a clean OpenMW installation, only using the particular mod and its required content files.

Lists of catalogued mods

Fixing mods that use fake bump maps

Bump maps produce a realistic shine on textures. Morrowind Code Patch (MCP) made it possible to use so-called fake bump maps in vanilla Morrowind. Apart from these maps not achieving the quality of real bump maps, our engine has a problem with this approach: The fake-bump-map method imports the normal map into an environment-map block in the .nif file. Both OpenMW and vanilla Morrowind will display such a model with excessively shiny or glowing textures. MCP is used with vanilla Morrowind to "fix" this by darkening all the environment maps. However, OpenMW's engine natively supports real bump maps (specifically the types called normal maps and spectral maps), which renders the hacky MCP version obsolete anyway.

Our member Lysol has created a tutorial on how to get rid of these shiny textures in OpenMW.

To cut a long story short: Mods using fake bump maps will always appear very shiny in OpenMW. This can only be fixed by editing the textures/meshes.

Morrowind Graphics and Sound Overhaul (MGSO) incompatibility

Morrowind Overhaul: Sounds & Graphics a.k.a. MGSO is one of the biggest and best-known Morrowind mod compilations. It consists of around 300 mods and integrates well-known utilities like the Morrowind Code Patch (MCP) and the Morrowind Graphics Extender (MGE). It comes with its own installer which allows players to adjust everything to their tastes.

Unfortunately, OpenMW does not support installer-based modifications like MGSO, rendering it essentially incompatible with OpenMW. However, you may set up MGSO on your vanilla Morrowind installation, then import your data and mod list to OpenMW, and hope for the best.

In any case, we've added many of the corresponding mods to the mod compatibility lists above; check out the full list of mods included in MGSO, on our MGSO Wiki page. (The original list was formerly available at the authors' website but has somehow vanished.)

Utilities software for Morrowind

There are quite a few third-party utilities for Morrowind which allow players to increase the game's graphical quality, tweak its performance, edit content, adjust the load order of content files, and so forth. While most of these programs are not compatible with OpenMW, some of them may be used to "prepare" an existing Morrowind installation and port the results to OpenMW. At your own risk, of course.

List of catalogued utilities

Forthcoming: a column showing operating system(s), if applicable (many of these tools require MS Windows).

Status indicators: hover over icons to see their meanings.

Table 4. List of catalogued utilities
Mod Info Test Info
Name Version Author Status [?] Test Version Test Date Tester(s) Comments
Animation Kit N 2.1 LizTail Usable. OpenMW 0.40.0 2016/10/20 Atahualpa Works as intended. Just use it with your vanilla installation of Morrowind.
BSA Unpacker MW N 1.0 Timeslip Usable. - 2016/10/03 Atahualpa Works as intended to extract BSA files so you can edit the textures or meshes contained therein. Note: Your installation of OpenMW already includes a command line tool for this same job.
ESP Cleaner N ? Horatio Usable. - 2016/10/03 Atahualpa OpenMW does not alter the .esp format. Accordingly, mod creators and players can use this tool to clean .esp files and use them with OpenMW. OpenMW provides its own file formats .omwaddon and .omwgame which replace .esp and .esm, respectively, for content created with OpenMW-CS. These files do not work with ESP Cleaner.
GMST Vaccine and GMST Fix A 0.02 Wrye (Vaccine) and ManaUser (Fix) Usable. - n/a n/a ESP tools for preventing and curing GMST contamination, respectively. The vaccine should still be usable via vanilla CS, the fix should work directly in OpenMW (but please read documentation first).
mlox N 0.61 JohnMoonsugar Not recommended. - 2016/10/03 Atahualpa You may use this tool to find the optimal load order for your mods on your original Morrowind installation, then keep your fingers crossed and manually transfer the resulting load order to the OpenMW launcher.
Mod Organizer Nexus SSE section 2.1.3 LePresidente Not recommended. - 2018/06/10 Starsheep For Windows users. Mod Organizer 2.1.3 is compatible with the original Morrowind out of the box and doesn't touch any of your game files. You can use it to build your loadout while benefitting from all the MO features for files organization and interface with nexusmods. External tools like mlox or nifskope can be run through MO to see the consolidated /data Files folder in the virtual file system. It cannot launch OpenMW which uses its own VFS, but a scriptN  made by AnyOldName3 can automatically add to your openmw.cfg all the data= and content= entries related to your MO profile.
Morrowind Code Patch N 2.2 Hrnchamd
Psyringe
Will never work with OpenMW. - 2016/10/03 Atahualpa Not compatible with OpenMW; see our MCP Wiki page for further information.
Morrowind Enhanced A 1.6 aerelorn Will never work with OpenMW. - 2017/6/20 Thunderforge Not compatible with OpenMW; designed to only work alongside vanilla Morrowind.exe
Morrowind FPs Optimizer N 1.0 Alexander Stasenko Will never work with OpenMW. - 2016/10/03 Atahualpa This utility only works with the original Morrowind process which makes it incompatible with OpenMW. The possibility to dynamically adjust the rendering quality depending on the FPS is a nice idea though – and not possible in OpenMW yet.
Morrowind Graphics Extender (MGE) N 3.8.0 LizTail
Timeslip
Will never work with OpenMW. - 2016/10/03 Atahualpa Not compatible with OpenMW; see our MGE XE Wiki page for further information.
Morrowind Graphics Extender XE (MGE XE) N 0.9.10 Hrnchamd Will never work with OpenMW. - 2016/10/03 Atahualpa Not compatible with OpenMW; see our MGE XE Wiki page for further information.
Morrowind Interactive Map A Final Geronimo, Dave Humphrey, Khabarik Works fine. - n/a n/a This is just an interactive map which you can consult to find specific places in Morrowind (especially if you sometimes have no access to UESP due to having no internet, for example). It is an external tool and is used solely outside of the game, so it is always usable regardless of engine.
Morrowind Mod Manager N 1.0 Timeslip Almost useless. - 2016/10/03 Atahualpa You may use this tool to mess around with your original Morrowind installation. However, launching OpenMW via the "Launch Morrowind" button is not possible (obviously) which drastically decreases the program's usability.
Morrowind Plugin Manager N 1.2 DW Not recommended. - 2016/10/03 Atahualpa You may use this tool to install mods to your original Morrowind installation and make adjustments to your load order and stuff there, finally setting the exact same load order in the OpenMW launcher. However, OpenMW provides its own way of installing mods making it possible to use as many data folders as you want to, while adjusting the load order at will in our launcher.
Morrowind Resolution Fixer N 1.0 DarkWolfModding Will never work with OpenMW. - 2016/10/03 Atahualpa Not compatible with OpenMW but our engine provides support for all common screen resolutions anyway.
(To be honest, this software doesn't even work with my original Morrowind installation. And messing around with the registry isn't very user-friendly to say the least.)
Morrowind Script Extender (MWSE) M 0.94a AnthonyG
Fliggerty
Will never work with OpenMW. - 2016/10/03 Atahualpa Not compatible with OpenMW; see our MWSE Wiki page for further information.
OpenMW Leveled List Fixer A 1.0 jmelesky Works fine. OpenMW 0.43.0 May 2018 jmelesky Requires Python 3.3 or higher.
TES Plugin Tool (TESTool) M 1.0 ghostwheel Almost useless. - 2016/10/03 Atahualpa You may use this tool to mess around with your original Morrowind installation. Please note that OpenMW does not support merging leveled lists directly (see OpenMW Leveled List Fixer, above).
TESIniTweaker N 3.5.2 Moorindal Not recommended. - 2016/10/03 Atahualpa You may use this tool to adjust the settings in your Morrowind.ini file and, then import the modified .ini file from within the OpenMW launcher. Please note that doing so may lead to certain settings in your OpenMW settings file getting overwritten.
TESPCD N 0.31 Ely Soto Usable. - 2016/10/03 Atahualpa You may use this tool with unclean or conflicting mods in order to get the issues solved.
Wrye Mash N 84 Wrye Almost useless. - 2016/10/03 Atahualpa You may use this tool to mess around with your original Morrowind installation. Please note that OpenMW savegames aren't compatible with vanilla ones and, thus, cannot be managed via Wrye Mash. The infamous doubling bug doesn't occur in OpenMW.

Morrowind Script Extender (MWSE) incompatibility

Mods that require MWSE will not work in OpenMW. This utility expands the scripting capabilities of the original Morrowind engine. It is a stand-alone MS Windows executable and does not work with OpenMW. Some of its features may be added to OpenMW after our 1.0 release (see our MWSE Wiki page for further information), and an OpenMW fork experimenting with Scripting Extension is already in advanced development (requires at least Python 3.3, Lua 5.1, and SWIG 3).

Morrowind Graphics Extender (MGE / MGE XE) incompatibility

Mods that require MGE will not work in OpenMW. These utilities improve Morrowind's overall graphical quality, make it possible to control certain graphics settings via scripts, and add several new features to the original engine, e.g., a variety of shaders. It is a stand-alone MS Windows executable and does not work with OpenMW. Many of their features have already been added to OpenMW with more on the way, and some of OpenMW's feature already surpass some of MGE's and MGE XE's. See our MGE XE Wiki page for more information.

Morrowind Code Patch (MCP) incompatibility

This utility fixes a good amount of buggy or poorly-written game mechanics, and Bethesda engine bugs, and brings a bunch of new (optional) features to vanilla Morrowind. It is a stand-alone MS Windows executable and does not work with OpenMW. Many of its features have already been either added to OpenMW or simply do not apply because the from-scratch nature of OpenMW never produced that particular bug in the first place. See our MCP Wiki page to learn more.

Testers

Credits go to Bethesda for creating an exceptional game – exceptional in every sense – with unusual modding possibilities. Credits also go to the great Morrowind modding community which is still active after all these years. Finally, special thanks go to all the mod testers who made this page feel like a true list of tested mods rather than a small selection of user-created content.

If a tester has chosen to link their talk page below, feel free to ask them for advice or assistance.

  • Durisat
  • Elderking1986
  • Frik
  • Hallfaer
  • Iolite
  • llirium
  • Loriel (talk)
  • metalpoetza
  • Natalie
  • PoorYorec
  • Slissith
  • Sokami
  • Steve Odom
  • Thunderforge
  • Tinker
  • Xandaros
  • ... and all you unknown testers!