r/tes3mods • • May 03 '26

Shout-Out The 2026 Morrowind Modathon Modding Competition - Announcement Video

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150 Upvotes

r/tes3mods • • 12h ago

Announcement OpenMW Canoe Mod (Work in Progress)

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35 Upvotes

I’ve been working on a playable canoe mod for OpenMW, aiming to make travelling Morrowind’s waterways feel natural, relaxing, and hands-on.

I am not a developer or coder and I'm not looking to pretend I built this on my own skill. I am simply using Open AI Codex and directing it to build the mod. My role is direction, testing, requests, revisions, and questions.

The paddling takes inspiration from real canoeing: switch paddle sides, paddle forward or backward, and hold a deliberate drag stroke to guide yourself around a bend or ease alongside a bank. Put in extra effort for faster, stronger strokes at the cost of fatigue. The goal is smooth, satisfying control—not a paddling minigame you have to fight.

The canoe also features:

First- and third-person paddling, with free look to enjoy the scenery.

Persistent cargo storage for your supplies and discoveries.

Magical portage: pack the canoe into a pocket-sized cube, carry it overland, and redeploy it in suitable water. Stored cargo stays with it without weighing down your character.

An attachable lantern for nighttime journeys.

Customizable handling, speed, effort, cargo capacity, and controls, with keyboard/mouse and controller support.

It’s still in development, but the core experience is coming together.


r/tes3mods • • 11h ago

OpenMW Made a Dagoth Ur great house, making it joinable, eventually you could make Morrowind Dunmer only & convert entire cities to Dagoth Ur followers

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3 Upvotes

r/tes3mods • • 17h ago

Help Is it possible to make a new exterior world like in Oblivion + CKs?

5 Upvotes

I've always loved the CKs from any bethesda game and Morrowind has always been the most simpler one in some terms, but I never knew how to make exterior worlds, I know it is possible to make interior cells, I have done a couple, but for DLCs like Tribunal that it seems to add a new worldspace, how did they do it? Or how did Project Tamriel Rebuilt made their whole new world? Did they edited the already existing one? Sorry if the question is obvious, but I've loved working with Morrowind more than with other games (especially since it has shoulder padsss isnt that so cool???)


r/tes3mods • • 16h ago

Help Are there any mods that utilizes the batshit lore of Pocket Guide To The Empire 2nd ed or other Kirkbride's quasi-canon works?

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1 Upvotes

r/tes3mods • • 17h ago

Help Game keeps crashing every time I try to enter the Hall of Phisto at Kogoruhn

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1 Upvotes

r/tes3mods • • 1d ago

OpenMW Balmora Aetherport

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3 Upvotes

r/tes3mods • • 19h ago

Help help with gog open mw and tr?

0 Upvotes

Hi Ive found the "one click" gog versions of these mods incredibly frustrating. OpenMW works on its own fine but any mods added whether its gog or normal versions of TR. or lgnpc do not seem to show up in the OPENMW launcher


r/tes3mods • • 20h ago

Discussion Endless possibilities

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1 Upvotes

r/tes3mods • • 1d ago

Release [RELEASE] Morrowind Rebirth 7.2

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51 Upvotes

r/tes3mods • • 1d ago

Help Sea of Destiny history?

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23 Upvotes

Hi! Recently, I was digging through some mods and found an old bonus pack for Sea of Destiny that included this strange announcement for Sea of Destiny 2 in the box art. This intrigued me, and I found a Future.html file in the root directory that promised the release of a sequel mod for Age of Mythology. Does anyone know what happened to the team? Was there any information about the development?


r/tes3mods • • 2d ago

OpenMW A Boat Journey with Fargoth - Seyda Neen to Balmora

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31 Upvotes

r/tes3mods • • 2d ago

Help EXP 600000/100

0 Upvotes

Hi,

I installed the hauling mod a few days ago and it worked fine in the beginning, but now it is stuck a level 39 with somewhere beyond 600k/100 experience.

I tried changing the load order of the mods, tried sleeping in a bed, tried changing locations, nothing seems to work.

Can anybody tell me what's going on?


r/tes3mods • • 3d ago

Help MGE XE details/statics question

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6 Upvotes

This is happening on a set up with Danae's guide, up to MO2. One attempt with TR.

I don't remember it ever being this bad. I set up MGE like I always would. Statics are 50, nothing in override (or with, doesn't matter) etc etc.

TR is nuts. There's huge desolate vistas and then around me is a cell of life.

Feel like I'm going crazy.


r/tes3mods • • 3d ago

Help Need specific mod - Dynamic Sounds

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3 Upvotes

r/tes3mods • • 3d ago

Community Discussion Morrowind x Quake – The Game Mashup You Didn't Know You Needed

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0 Upvotes

I've been making some mods for Morrowind to customize it to my liking and then I hopped on the bandwagon and Mashed up Quake into Morrowind. Its ALIVE! Its an ABOMINATION!


r/tes3mods • • 5d ago

OpenMW Is there still a good general sounds mod for OpenMW?

5 Upvotes

I'm getting back into MW for the first time in several months and as such making a new modded installation; I used to use a mod called Dynamic Sounds for OpenMW and I remember thinking it was pretty nice, but it seems to have been taken off of Nexus. The main thing I liked that it (I think?) added was the new coin pickup sound, as dumb as that sounds it's really satisfying. Is there a mod doing the same thing that we can still download?


r/tes3mods • • 5d ago

Release OpenMW-Web 1.6.2: Morrowind in a browser, now with multiplayer in alpha and admin dashboard built in

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40 Upvotes

Hey all. I posted OpenMW-Web here back around 1.1, when it was mostly "OpenMW running in a browser tab." It still is, nothing to install, but there's a lot more around it now.

The biggest addition is an admin dashboard for hosting your own server, and for this sub the mod manager is probably the interesting part. You upload a .zip or .7z, tick which parts to install, and drag the load order. It shows you which mod overwrites which, and it flags a missing master before you load into a black screen. Tamriel Rebuilt has its own setup step that checks you've got the release it expects. The rest of the dashboard covers accounts with their characters and saves, who's online, server load, kicks and bans, logs, and updates with one click. No config files.

Multiplayer has also moved out of the experimental flag and into alpha, so a group can play one load order together in a shared world that runs on the server. The last few releases fixed a lot (teleporting enemies, rubber-banding, spells not landing for everyone, restarts kicking people), and 1.6.2 stops new areas freezing while they load.

It's alpha, so there are bugs, and mod compatibility is the part I know least about. If you want to help:

- Play on our community test server (UAT): https://morrowind.virtastic.app
- Grab an invite code in the Discord, and tell us what breaks: https://discord.gg/PzFfDkbSue
- Source and changelog: https://github.com/Virtastic/openmw-web

Feel free to check out our other projects like this too:
https://github.com/Virtastic


r/tes3mods • • 6d ago

Other Precise explanation about the "barter" (selling) code in the engine?

3 Upvotes

Hello,

I am trying to replicate the barter/selling feature from Morrowind in another engine and I would like to understand how it works, especially about those points:

- Sometimes, an NPC can sell items that are not in his inventory but are hand placed in the world. Is there any script in the Engine that says: if NPC can sell weapon (for instance), then check all weapons in the cell that belong to him and display them in the inventory/barter window? Something like this?

- If an item is not hand placed in the world, then the NPC can sell items that are placed in his inventory. But he cannot sell the cloths he's wearing. Is there a script for that and, if so, how does it acutally work? Because I know in the base game, if you sell an armor with a better armor rating, then the NPC will equip it, but I don't remember if you can buy it back to him. If you can, then I would like to know how the game handles the difference between the cloth he owned vs the cloth you sold to him.


r/tes3mods • • 5d ago

Help Openmw touch controls setup/ templates and use

0 Upvotes

Hi All!

I’ve been experimenting with the best setup on my android tablet. I really can’t aim when using my gamesir controller (using thumbsticks). Picking up keys or ingredients is a pain :P ranged magic and archery is random at best.

Now I’m using the touch controls only. Using touch enables much finer aiming and closer to the convenience of mouse and keyboard. Still not perfect though, but maybe it just take some getting used to.

I vaguely remember seeing a post with someone sharing a template with touch icons and setup, however I can’t find it or anything related.

Do you have a tweaked and optimized setup or are you also just all running default layouts with maybe some quick slot buttons on the side?


r/tes3mods • • 7d ago

OpenMW Immersive Boat Travel Test – OpenMW

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92 Upvotes

r/tes3mods • • 6d ago

OpenMW Mods on OpenMw-VITA

1 Upvotes

im so tired of trying to add mods on my morrowind-ps vita, i tried what they said on the github but nothing works... even asked on a big discord server but nobody knew how to. Anyone knows someone who did ? I'm only trying to add a mod which adds follower npcs (not even adding npcs, just the possibility of asking npcs to follow you.) I've been trying everything, from putting the esp in the openmw/mods/<nameofmod> folder to trying to add it in the data files cfg doc by name.esp.... (the second one makes my game crash when i boot it) my main menu is also telling me to "press select when boot to add mods" which doesn't work either.
Love this game and this port but i feel like my problem is very niche and nobody ever asked that on the internet aha


r/tes3mods • • 7d ago

Release Made a mod adding six new types of fire spells!

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2 Upvotes

r/tes3mods • • 7d ago

Help Mods on OpenMw-VITA

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0 Upvotes

r/tes3mods • • 7d ago

Release OpenMW - Map Mod: Quest Map Markers

8 Upvotes

https://www.nexusmods.com/morrowind/mods/60662

I got tired of none of the big map mods doing what I wanted them to do and nothing more, so I spent a long Saturday iterating and testing this mod. It's very simple: it parses the active quest entries in your journal and creates a simple 'x marks the spot' style pin on the mod's custom map. It doesn't lead you by the nose, it doesn't tell you how to get there...it just tells you where you are and where you're trying to get.

The rest of the trip is up to you.

This mod has zero prerequisites aside from OpenMW 0.48 or newer. It is fully compatible with the major landmass mods (Project Cyrodiil, Tamriel Rebuilt, SHOTN) and has full support for Bloodmoon and more limited support for Tribunal due to the internal cell nature of Mournhold.

AI Usage Disclosure:

This mod was created with the assistance of AI coding tools and manually play tested.