Mod status: Difference between revisions

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<tr><td>'''Advanced Herbalism'''</td><td>[[File:orange.png|30 px|Status forget it]]</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 with training through conversations, [https://bugs.openmw.org/issues/2170 Bug #2170], fixed 1 December, a new version released for 0.34 works with current development version.</td><td>0.33</td></tr>
<tr><td>'''Advanced Herbalism'''</td><td>[[File:orange.png|30 px|Status forget it]]</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 with training through conversations, [https://bugs.openmw.org/issues/2170 Bug #2170], fixed 1 December, a new version released for 0.34 works with current development version.</td><td>0.33</td></tr>


<tr><td>'''Animated Morrowind - Expanded'''</td><td>[[File:red.png|30 px|Status broken]]</td><td>[http://mw.modhistory.com/download--6629 mod history] </td><td>This mod works fine in Morrowind, in OpenMW an error is received upon launching "GetHExact()size mismatch" (bug not yet raised.) Also affected by [https://bugs.openmw.org/issues/2180 Bug #2180] and nine scripts in the required Animated Morrowind mod are broken due to use of > = instead of >=.</td><td>0.33</td></tr>
<tr><td>'''Animated Morrowind - Expanded'''</td><td>[[File:red.png|30 px|Status broken]]</td><td>[http://mw.modhistory.com/download--6629 mod history] </td><td>This mod works fine in Morrowind, in OpenMW an error is received upon launching "GetHExact()size mismatch" (bug not yet raised.) Also affected by [https://bugs.openmw.org/issues/2180 Bug #2180] 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]</td><td>0.33</td></tr>


<tr><td>'''Balmora Balcony House'''</td><td>[[File:green.png|30 px|Status 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>
<tr><td>'''Balmora Balcony House'''</td><td>[[File:green.png|30 px|Status 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>

Revision as of 16:03, 4 December 2014

Working Status of existing Morrowind Mods

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.

What the status stars mean:

StatusWorks as in vanilla, there may be a couple of warning messages written to the error log but nothing that affects the function.
StatusCurrently some or most of the mod works as expected but there are issues, see the description text for bug references or work arounds.
StatusNot working yet, the description text should explain why and which bugs affect the mod.
StatusThis mod is not expected to ever work in OpenMW due to major errors in the mod or it using functions that are not available.

For installing mods check the tutorial section for the OpenMW improved Mod installation method

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 nameStatusDownload urlDescriptionOpenMW version
Abot's Silt StridersStatus broken 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. Bug #19420.33
Advanced HerbalismStatus forget itNexus 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 with training through conversations, Bug #2170, fixed 1 December, a new version released for 0.34 works with current development version.0.33
Animated Morrowind - ExpandedStatus brokenmod history This mod works fine in Morrowind, in OpenMW an error is received upon launching "GetHExact()size mismatch" (bug not yet raised.) Also affected by Bug #2180 and nine scripts in the required Animated Morrowind mod are broken due to use of > = instead of >=.Bug #21850.33
Balmora Balcony HouseStatus goodNexusAdds a house in Balmora in Balmoras Canal West Manor District. No problems found.0.33
Better BodiesStatus goodNexusReplaces the original segmented bodies with new, continuous bodies. No problems found.0.33
Books of VvardenfellStatusFliggertyTested by PoorYorec. Everything seems to work as expected though some books do have slightly different titles in the inventory than those in the books.0.33
CharGen RevampedGoodMod HistoryNo problems works as in vanilla.0.33
Galsiah's Character DevelopmentStatus goodModdbMakes alterations to the levelling system and allows atrributes 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.0.33
Graphic HerbalismStatus goodmod history Works as in vanilla, no problems found, not even the known vanilla bug in the readme.0.33
HiRes ScribStatus goodNexusSimple texture replacer for the scrib, works just like in vanilla0.33
Morrowind Comes AliveStatus goodNexusAdds 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.Bug #2180 This mod also uses RemoveFromLevCreature which is not implimented 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.0.33
Morrowind Craftingforget itNo problems found verifying the file with OpenCS. Bug #2175 was causing a problem but a fix has been done. A problem with added traders dying when you leave the cell they are in.Bug #2181 Also every crafted item made will fail due to script errors. 0.33
Necessities of MorrowindStatus almost theremod history Mostly working. The satchel does not work correctly in 0.33 but Bug #2099 is fixed in main. There is a pathgrid problem that prevents it loading in OpenCS, being worked on Update: Bug #2070 fixed 29 Nov. The room rental does not work correctly, Bug #2170, update 1 December bug fixed , all these should make it into 0.34. 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.0.33 and development version for bug fix
Starfire's NPC AdditionsStatusMod historyWorks as expected, but note it uses levelled lists which are not easily merged in OpenMW yet.0.33
Weathered SignsStatus goodmod historyReplaces unreadable signs with readable text and makes the signs look a bit worn, works exactly like in vanilla.Which way?0.33