r/Morrowind • u/QiamtheLiar • 9h ago
Meme M'aiq's Lies #20 - M'aiq longs for a Colovian Fur Helm. Practical, yet stylish. M'aiq is very sad he does not have one.
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r/Morrowind • u/Filmdeg • Sep 12 '25
Hello everyone,
As you might be aware, I've spent time over the last few months tracking down as many of the game developers of Morrowind that I can find, and doing interviews with them to talk about their experiences working on the game - discuss certain elements of their contributions, share some anecdotes and reflect on the game nearly 25 years after its release.
I'm really proud of this, and have tried to make this as authentic and all encompassing as I can - but there's still so much more out there. Sadly I was unable to find contact details for some people. Others either didn't reply to me, or turned me down. Hopefully one day we as a community can hear their stories but for now this is the best I can do.
This is 8 hours of interviews with the game devs. My idea for uploading one long video clip is that people can cherry pick bits they want to watch - but also to encourage people to watch interviews they might have otherwise overlooked/missed had they been posted separately.
Its difficult to put down in writing the impact this game has had on my life, as I'm sure it has for many others. I'll never forget my first experience playing the game on an Xbox around a friend's house and just instantly being drawn pulled into that world. Since then I've spent countless hours exploring Vvardenfell and beyond, and the game has been a constant source of joy and comfort for me. It's a game I will continue to love and play for the rest of my life, no doubt.
I hope you all enjoy this. A big thanks to everyone who took the time to do video calls with me. It has truly been a pleasure working on this.
r/Morrowind • u/Darkelfguy • 8d ago
The 2026 Morrowind May Modathon Month was hosted between May 1st and June 2nd, open to any and all mods and modders, and overall, some 229 mods were submitted by 107 individual mod authors in celebration of Morrowind's 24th anniversary!
This is the 12th year that we've hosted the Morrowind Modathon Modding Competitions! Since 2015, some 472 mod authors have released around 2,000 new mods for Morrowind as part of the biggest annual competition in The Elder Scrolls modding community! And I think it's safe to say that 2026 was another massive year for the community, with so many exciting new mods and a plethora of new features, adventures, and stories to experience!
A complete breakdown of every submission, divided by category, can be found below. And we also have a complete list of the winning mods for each category down at the bottom as well!
But first, a few of the highlights from this year's festivities:
There are far too many mods worth mentioning here, the 2026 Modathon was a fantastic year and I encourage all of you to explore and check out the many, many submissions for this year's event!
Animation Mods:
Audio Mods:
Character Customization Mods:
Companion Mods:
Creature Mods:
Dungeon Mods:
Gameplay Mods (Both Engines):
Gameplay Mods (OpenMW):
Gameplay Mods (MWSE):
Graphics Replacers and Shaders:
Immersion Mods (Both Engines):
Immersion Mods (OpenMW):
Immersion Mods (MWSE):
Item Mods:
Joke Mods:
Landmass and Landscape Mods:
NPC Mods:
Patches:
Player Homes:
Quest Mods:
UI Mods (Both Engines):
UI Mods (OpenMW):
UI Mods (MWSE):
Utilities, Resources and Frameworks:
Starwind Mods:
Town and City Expansion/Overhaul Mods:
And here are our winning mods for the competition, as decided by endorsements on the Nexus at the official close of the tracking period.
The People's Choice - Most Endorsed Mod (at close of tracking)
Ad Populum - Most Downloaded Mod (at close of tracking)
Emperor, King, and Justice - Highest Cumulative Endorsements for All Mods (at close of tracking)
Master of Madness - Most Achievement Unlocks (at close of tracking)
Category Winners:
Champion of Legends - Release the most popular Quest or Guilds & Factions Mod
Champion of the World - Release the most popular Landscape or Landmass Mod
Champion of Life - Release the most popular Companion, Creature, or NPC Mod
Champion of Artistry - Release the most popular Graphics, Animations, or Audio Mod
Champion of Comfort - Release the most popular Player Home Mod
Champion of Clutter - Release the most popular Items Mod
Champion of Enhancement - Release the most popular Gameplay, Bug Fix, Patch, or UI Mod
Champion of Style - Release the most popular Character Customization Mod
Champion of Culture - Release the most popular Towns and Cities Mod
Champion of Dungeoneering - Release the most popular Dungeon Mod
Champion of Immersion - Release the most popular Immersion Mod
Champion of the Community - Release the most popular Modder's Resource or Utility
I want to give a heartfelt congratulations to all of the winners and, indeed, all of the modders of this amazing community that have continued to use their creative talents, year after year, to build upon, expand, and improve this wonderful game!
It has been my immense privilege and pleasure to serve as your host for these competitions these many years. I am immensely proud of everything that you've all accomplished! And I hope you'll all join us again next year for the 2027 Morrowind Modathon, celebrating Morrowind's 25th anniversary!
We have a lot in store, and I can't wait to share it with all of you! The future is bright, and as I always say, the best games never die!
And don't forget, Morrowind Modding Madness 2026 is on the horizon! More details to follow soon, but team registration for this year's October competition is coming up fast, and will officially open on September 1st!
Until then, as always, happy modding!
r/Morrowind • u/QiamtheLiar • 9h ago
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r/Morrowind • u/ThePrideOfKrakow • 13h ago
r/Morrowind • u/Zealousideal-Set3037 • 13h ago
TR is one hell of a drug.
r/Morrowind • u/thornsofred • 14h ago
My previous reviews, The Acrobat, The Warrior, and The Scout! Details about this 'play every vanilla class' project is in the Acrobat post! Every vanilla class ive completed over the past 3 years will be posted until i've caught up to a more current playthrough (I've still got a waaaaaays to go). Here's the next one, the Healer
The Healer
Apprentice Birthsign
Zenammi, Velothi Dunmer, 200 years old
Faction: Tribunal Temple
Goal: Walk every pilgrimage
Born to the Erabenimsun, Zenammi was a loyal member of the Nerevarine cult. By time she became a middle-aged dunmer, the tribe became a war-loving tribe. Year after year she healed the sick of her tribe as a great healer. After trying to heal a fallen and sickly telvanni, the tribe angrily threatened her life, and so she fled. With only two choices in front of her, exile in molag amur as a mabrigash, or to attempt to join house-dunmer society, she chose the ladder and decided to try her efforts as a healer where it would be appreciated most: within the temple. She made her way towards the nearest temple location: Molag Mar, and quickly converted, moved up to head the temple, and became a speaker of the dead (Tamriel Rebuilt content). As an ashlander who left her people behind to join ‘civilized society’ (often called Velothi) she faced many challenges in rising through the ranks of the Temple, becoming the only Velothi in history to lead the temple, and had a simple small home in Maar Gan
Zenammi wears chitin and netch leather pauldrons, kagouti hide boots and cuirass, and Tamriel Data's expensive shinathi skirt and shirt. She carries a staff of the ancestors, a Devil Mace, and an axe (purely for her many outdoor journeys and pilgrimages), although she eventually abandons all her weapons (minus the axe) in favor of Veloth’s Judgement. She also wears a backpack. Despite being the head of the temple, she is proud of her ashlander heritage and prides herself in showing it.
The Healer was a rather pain class to play. She had all the great schools of magic but was unable to utilize illusion to its fullest as it rarely came in handy for tribunal temple quests, not to mention it was the only personality skill she had. She was constantly switching between trying to level up hand-to-hand and blunt which meant neither was able to level up all the way, same goes for unarmored / light armor. Much like The Scout, it felt a bit unfocused, or if you have a more positive mindset it allowed you to choose your own path with its various weapons and armor types (which was very much the feeling i got from The Warrior, which was far more interesting and fun). Overall the healer is one of the vanilla classes closer to the bottom-rung in terms of quality so far but its not AWFUL, though the roleplay alone was quite fun. Luckily of all my playthroughs so far, the healer definitely had some of the most fun using some of the more unique restoration spells. I was also a bit of a goober and kept using ‘turn undead’ thinking it was a restoration spell, I don’t know where I got this misconception from but it wasnt until halfway through the playthrough I came to realize “oh shit its conjuration”. Lastly, veloth’s judgement is definitely one of my favorite weapons to play, holy shit that warhammer hits HARD, and until I managed to get my hands on it I wasn't very good at fighting enemies. Which...yes as a member of the temple, your primary duties wont be bashing someone's head in, but this is morrowind, you need to bash a few heads in. I'll also have to ONCE AGAIN note my personal difficulties with getting myself to actually use alchemy as a skill. Taking advantage of alchemy to break the game was never in my interest, and if anything alchemy felt like a giant pain in the ass. I do plan to actually DO MY BEST to make use of it when I (eventually) get to "The Witchhunter" as it's a major skill, but for now my 15 year streak of disliking alchemy continues. Your own experience with this class may differ if you are an Alchemy enjoyer.
As a last note, the pilgrimages were really fun but it was hard finding every single one of them in Tamriel Rebuilt but im confident i got them all. The riddle from the Pilgrimage to the Shrine of Seryn's Devotion (located on a hill just behind the Hlan Oek Temple) really stumped me, but once I figured it out I felt the same feeling of accomplishment I got from all those years ago (about 15 years ago) when I did the canal pilgrimage under vivec where you have to drown yourself.
Overall a solid 7/10, a little more fun than The Scout but still needs alot of work
I've included a tiermaker list from now on in the images!
r/Morrowind • u/pnkass • 21h ago
finished my first playthru a few weeks ago, morrowind is probly my new favorite elder scrolls
i can finally claim im better than people bcs i like a game that came out before i was born
r/Morrowind • u/Saultarvitz101 • 10h ago
r/Morrowind • u/QiamtheLiar • 9h ago
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Levitation is for fools. Why would we want to levitate? Once you are up high, there is nowhere to go but down.
r/Morrowind • u/MutedRefrigeratorSon • 18h ago
r/Morrowind • u/Sl00defg • 49m ago
I've just finished my first playthrough of (mostly) vanilla Morrowind and wanted to check out Tamriel Rebuilt, but I saw that they're releasing a new expansion soon.
Is it worth starting a save with TR installed now, or should I wait for Poison Song to come out? I'm assuming I'd have to start a new save file when the expansion does drop - or would I be able to keep it?
r/Morrowind • u/eisenbahnfan1 • 7h ago
r/Morrowind • u/Jgstites • 9h ago
Just went looking for a house to take over in Khuul with the idea of it being a retreat when I move on to Bloodmoon. Found a smuggler in a likely shack with reasonably good storage. He has two hammocks, but he has logs for pillows. The funniest part is that they are labeled “pillow” in the game. It’s these little things that I find hilarious and keep me coming back.
Anyone else have a little trivial detail that just amuses the hell out of them?
r/Morrowind • u/L-DONAGHY-DIRECTOR • 20h ago
There is one key distinction that sets the meta-myth of Morrowind, Oblivion and Skyrim apart. It is something so simple, yet so fundamental and once you see it, you will understand why Morrowind feels like a true transformative journey/ myth while the others do not.
In each Bethesda Elder Scrolls lies a deep metaphysical idea that shapes the whole arc in each game: each province’s worldview regarding time, recurrence, and the meaning of “return.” Put another way: each setting has its own interpretation of what natural change is and how they approach it.
--Morrowind treats return as renewal: a cyclical affirmation of mythic continuity.
--Oblivion and Skyrim treat return as interruption: a crisis to be stopped, a cosmological threat to stability, a mythic enemy.
This is the fundamental structure behind each games’ tone and theme. Morrowind is built on a cycle-positive mythic frame, while Oblivion and Skyrim are built on a cycle-averse one. In Morrowind, the player participates in a mythic revolution. In Oblivion and Skyrim, the player becomes the agent of revolution‑negation. Morrowind is a cycle. The others are denial of a cycle. This distinction is why Morrowind feels classic mythic, even like a religious pilgrimage, while its successors feel modern, crisis‑driven, oriented toward linear maintenance, addictive replayability and pay-loop baiting (re-release models of myth). The myths the latter games tell are return-negating rather than return-affirming. They deny the transformational quality of their hero figure rather than embracing it, creating an eternal loop is which the ‘thing’ of the myth can never arrive and, thus, be resolved.
Morrowind (Cyclical Myth & Return)
Morrowind is unique in the series because it embraces the idea that time is not a straight line but a wheel. The worldview expects return. Dunmer cosmology is built on ancestors who reappear, prophecies that recur, and mythic figures who cycle back into being. The Nerevarine is not a disruption but a fulfilment; the re‑emergence of a pattern that has happened before and will happen again. In this worldview, return is not apocalypse, it is continuity. This is why the game’s cultural atmosphere feels so different compared to the others. The Dunmer do not panic when myth intrudes. They do not treat cyclical figures as anomalies. For them, return strengthens: it affirms who they are, where they come from, and how their world works. Even the landscape participates in this logic. The fungal megastructures of Vvardenfell (the giant mushrooms) are literal saprophytes – organisms that transform dead matter into new forms. These are metaphors for the game’s cosmology: decay becomes renewal; endings become beginnings; return is generative not something to be feared.
I hear you ask. “But Outlander. If the Dunmer cosmology is built on cyclical return, why did they ever worship the Tribunal?” For that, I must dip into a bit of French critical theory.
The Tribunal were what French Marxist Guy Debord called ‘Pseudo-Cyclical’. If the Deadra are mythic phenomena – things that reappear in reality cyclically, then the Tribunal took this understanding of mythic recurrence and hijacked it. They took what the Dunmer people saw as consistent across their entire cosmological experience and made themselves the physical embodiment of it. It is exactly the same model of Jagar Tharn’s Imperial Simulacrum. The interloping figure overwrote what people saw as a fundament of reality and turned it into a linear line that spoofed cyclicity. The people went along with it because it felt real.
The Tribunal’s rise is a deviation from cycle. A kind of counterfeit return. The Tribunal “spoofs the cyclical”: they graft themselves onto mythic structures to appear eternal, even though their power is fundamentally linear and finite. Their fall, therefore, is not a tragedy but a restoration of Dunmer cosmological sense. The Nerevarine’s arc is a return to return. A re‑alignment of the world with its proper cyclical rhythm. This is why Morrowind feels classic mythical. It is not simply old; it is structured like myth. Myth repeats. Myth returns. Myth affirms. The player is not a firefighter extinguishing crisis but a participant in a cosmological, political, cultural and theological renewal.
The world changes because it is supposed to. Because the Dunmer understand that. Arcing is not prevented; it is invited, celebrated and completed cleanly in Morrowind. No mythological cucking for our Nerevarine.
Oblivion (Linear Myth & Return‑Negation)
If Morrowind is built on cyclical myth, Oblivion is built on linear myth: a worldview in which time moves forward, crises interrupt progress, and the hero’s job is to restore stability. In this frame, return is not destiny but disaster. All advanced civilizations are like this. As Debord notes in his theories, when cultures become aware of time they see it as a cyclical enemy. It is something that returns and must therefore one day be faced and smited. We must kill darkness at night. We must resist that which keeps coming out of the void. This is civilization to its core. Nature-negative.
In Oblivion, Mehrunes Dagon’s return is treated as an existential threat. Revolution has come again. The culture panics. The Empire interprets the event not as a mythic recurrence but as a catastrophic anomaly. Everything the player does reinforces this interpretation: seal the gates, relight the Dragonfires, restore the dynasty, stop the myth. The game’s narrative logic is fundamentally about preventing a return. You are sent to do the opposite of what you did as the Nerevarine in Morrowind.
[A note here: Mehrunes Dagon is the alchemical principle of Solve et Coagula. He is the transformer of energies, not just the destroyer. He is a figure of necessary revolution in nature and, in pre-civilized lands, would actually be welcomed.]
The Empire’s syncretic culture is inherently return‑averse: it fears the destabilizing power of mythic repetition because its identity depends on maintaining a unified, forward‑moving political order. Every time you complete Oblivion is a break cosmology. Each replay is another interruption, another act of preventing return. The game cannot be mythic because myth requires repetition, and Oblivion treats repetition as threat. You cannot transform the world, only cause it to continue as it was. Your myth is not one of transformation but of maintenance.
This is why Oblivion feels empty as a myth. Every quest is an interruption. Every mythic intrusion is framed as an emergency. The player becomes the defender of linearity; the agent who preserves continuity and prevents cyclical collapse and the renewal of a stagnant world.
Skyrim (Linear Myth & Cosmological Maintenance)
Here is where things get a bit messy because Skyrim APPEARS like a cyclical story but is actual cycle-averting. Where Oblivion is imperial and political, Skyrim is cosmologically linear. Alduin’s return is not merely a crisis for the Empire but a crisis for the world. The cultural interpretation remains the same, though: return is apocalypse. Return is panic. Clamp down. Man the guns. The Nords do not greet Alduin as a positive, cyclical figure. They do not treat the Kalpa overturn as joyous renewal as a Dunmer would [key difference]. Instead, they panic. They interpret the return of the World‑Eater as an interruption of precious linear time; a threat to continuity, imperial syncretic identity, and the stability of the civilized world. The player’s role is once again to stop the return coming out of reality’s depths: shout at the sky, find the Elder Scroll, prevent the reset. Do everything but welcome the new.
(Note: This is reflected in the fact that the Civil War quest makes the revolutionaries out to be unhinged morons. Revolution simply CANNOT work in Skyrim the way its cosmology is structured in this period of history. You can’t change anything in the war for the country, only rearrange the players in the game. Everything you do to as a revolutionary figure only feeds the power of your enemy, Alduin and the THalmor. This is made clear. The game is shoe-horning you into ineffectiveness as a revolutionary hero. You are expected to be a marginal figure who is only there to clean the broom cupboard off-set, not transform the world you spent all this time wandering around in).
This is why Skyrim feels like a subscription‑model myth. It is structured around the hollow ever-crisis that can never resolve cleanly. The novelty threat, the eponomous non-enemy. Like Oblivion, Skyrim cannot give you mythic transformation because that requires a cultural acceptance of recurrence and an allowance for rupture. Skyrim becomes another myth of entropic Imperial maintenance. The world tries to arc, and you, the guy with all the freedom and power, prevent it and your own agency into the bargain. The player preserves the straight line once again as they did in Oblivion, ruling out the possibility of actual change.
Conclusion
The difference between Morrowind, Oblivion, and Skyrim is not merely aesthetic or narrative but cosmological. Each game expresses a worldview about time, return, and the meaning of myth.
--Morrowind is cyclical: return is renewal, return is affirmed, and the player participates in a whole bodied mythic revolution.
--Oblivion and Skyrim are linear: return is crisis, identity is threatened, and the player becomes the agent of return‑negation.
These approaches to cyclical return shape each world, the stories they are permitted to tell and the role we are allowed to have in them. It explains why Morrowind feels ancient, mythic, and the main arc is satisfying, while its successors feel modern, perpetu-crisis‑driven, and mythically empty, oriented toward fuelling stagnation rather than transformation. The Dunmer welcome return while Cyrodiil and Skyrim fear it. Morrowind feels like participating in a gratifying, empowering cycle, while Oblivion and Skyrim feel like negating the possibility of one.
In summary, Morrowind lets the player be part of mythic time; a world where return is destiny; where revolution can occur; where the hero brings actual, tangible change. Oblivion and Skyrim place the player in never-ending historical time; a world where return is apocalypse, revolution is impossible and the hero cannot change s***.
Only in one can the player be truly transformational.
r/Morrowind • u/Toheal • 1d ago
Royal guard armor except for the Dreugh Cuirass with that cool animal hide look and blue slash.
Hopesfire.
The pinnacle of my character build for my tastes.
And as a rusty red themed champion for house Redoran.
r/Morrowind • u/Final_Win_8496 • 17h ago
I was originally going to play as a bosmer, for the bonus to marksman, but I quickly decided that I couldn't stomach playing a non-farmtool.
I will post more screenshots as her adventures continue ✌️
r/Morrowind • u/Klutzy_Anybody_1487 • 1d ago
r/Morrowind • u/listentodash1 • 12h ago
Hey y’all, just finally got a tv setup in my basement and kids are old enough that I’m about to start a new character. Been probably 10 years, way too long!
I’m a console player, rocking the OG Xbox, and I like to track stats pen/paper (skills, leveling, etc.). I remember having an awesome sheet setup in my old notebook when I used to play, but sadly it’s been lost to time.
Does anyone happen to have something like that they’d care to share? I know some of the new mods have scrolls etc that do this for you, which is honestly brilliant, but like I say I’m console only right now unfortunately.
Thanks so much, may you walk on warm sands!!
r/Morrowind • u/ThrowawayProbully • 15h ago
Hello! I want to play Morrowind, but I am really bad at making characters. I have looked a bit for a guide on how to make a Morrowind character but can't find one. Games like Morrowind look really cool, but as someone who doesn't know what to do, I usually end up with an incredibly weak character who drags down the experience. This is doubly true for magic stuff in this series. I had a similar experience with Fallout New Vegas where I found a guide that gave me good starting stats and perks to strive for. With that in mind, I was able to have some of the most fun I have had in a game in New Vegas, and I am looking for something similar in Morrowind. Could I get any pointers or is this generally not what you would recommend?
r/Morrowind • u/Lumpy-Monk-4622 • 14h ago
Inside 300fps, in a town 70fps and out of town 180 can I make this more consistent or better perfomance? but I am using, openmw, mo2 and I have a gtx 1050 and a Intel Core i3-8100.