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MW:AbilitiesEdit

MW:ControlsEdit

This page documents the controls available while playing Morrowind and their default settings. These controls can be remapped to other keys to suit individual user preferences.

Control Placeholder / Variable PC Xbox Notes

MovementEdit

Look / Turn Mouse Right Stick
Move ^ActionForward, ^ActionBack, ^ActionSlideLeft, ^ActionSlideRight W / A / S / D Left Stick / D-Pad
Jump E   Jumping also depletes your Fatigue.
Sneak Ctrl Left Stick (click and hold)
Always Sneak Left Stick (double-click) Toggle crouch/sneak mode.
Run Shift On Xbox, run/walk is controlled by how far the left thumb-stick is pressed.
Always Run Caps Lock
Auto Move Q

CombatEdit

Attack
Cast / Use
Left Click  
Ready Weapon
Sheathe Weapon
^ActionReadyItem F  
  • Toggles equipped weapon between ready and sheathed.
  • Also toggles other held items like lights, lockpicks and probes, if equipped.
Cycle Weapon [ / ]   +   /   Switches the equipped weapon to the previous / next one in your inventory
Ready Magic ^ActionReadyMagic R   Prepares to cast your selected enchantment, power, scroll or spell; automatically sheathes any ready weapon.
Cycle Magic - / =   +   /   Switches the ready magic to the previous / next one in your list of magic
Ready Fists 0 Prepares to deliver a Hand-to-hand attack; automatically sheathes any ready weapon.

General GameplayEdit

Activate ^ActionActivate Space  
  • Open containers or doors.
  • Pick up items from the world
  • Read books, notes and scrolls; they can still be taken afterwards.
  • Talk to NPCs. If you are sneaking, attempts to pickpocket them instead.
Change View Tab Right Stick (click) Switches camera mode between first- and third-person views.
Vanity View Tab + Mouse Right Stick (click and hold) Activates a third-person camera view, which can be moved to any angle.
Open Journal ^ActionJournal J Opens your journal, which contains your quest notes as well as NPCs' responses to various topics.
Assign Hotkeys F1 Assign up to 9 items or spells for keys 1-9.
Hotkeys 1-9 Readies the item or magic assigned to the hotkey.
Sleep / Wait ^ActionRestMenu T Pass time by sleeping or, in places where it is illegal to sleep, waiting.
Pause / Menu Right-Click   Pauses the game and brings up four menus: inventory, map, magic and stats.
Cycle Menu   /   When in menu mode, cycles through the four menus.
Quick Save F5 Saves the game in a save file named "Quicksave".
Quick Load F9 Load the game from the save file named "Quicksave".
Take Screenshots Print Screen Saves a BMP image in the Morrowind directory. Screenshots are not overwritten between game sessions.

  With OpenMW, saves a JPEG image in the openmw directory; OpenMW never modifies the original Morrowind directory.

  • There is no need to edit the config file; just use F12 to take the screenshot.

Inventory MenuEdit

Dispose of Corpse
Equip / Take  
  • Equip an item from your inventory.
  • Take an item from a container.
Drop / Take All  
  • Drop an item from your inventory.
  • Take all items from a container.
Info  
Pick Up Item
Drop Item
Left Click
  • Picks up an item (or a quantity of it, if it stacks), which then appears floating next to your cursor.
  • You can drop items in a container menu, in your inventory menu or outside, in the world.
  • You can also drop armor, clothing, lights, thieves tools and weapons on your character to equip them.
  • On the other hand, dropping books, notes or scrolls (even magic ones) will open them for reading.
Adjust Quantity Left Click (and/or hold) button
Pick Up One Item Ctrl + Left Click  
  • Picks up one item from a stack, if applicable.
  • When trading, buys / sells a single item.
Pick Up Stack Shift + Left Click
  • Picks up an entire stack of items, if applicable.
  • When trading, buys / sells a stack of items.
Haggle Left Click Button ⚪ (Less)
⚫ (More)
Haggle to adjust a merchant's buy/sell prices.

Magic MenuEdit

Info  
Select Magic Left Click  
Unlearn Magic Shift + Left Click Unlearns a spell.

Map MenuEdit

World  
Center  
Add Note
Remove Note
Double Click
  • Place your own custom note on the map (a red marker that appears on the local map).
  • You can also edit or delete an existing note.

Morrowind Mod:Morrowind Code PatchEdit

The Morrowind Code Patch (MCP) by Hrnchamd and Psyringe aims to fix bugs and problems in Morrowind which are not addressable with The Elder Scrolls Construction Set. This is done with a user-friendly front-end, which applies only the patches you select to the Morrowind executable, while saving a backup of the original program. Works only with the Morrowind Bloodmoon expansion ver. 1.6.0.1820.

There was a discussion thread about this patch on the Bethesda Forums called "Repairing the Cogs of Morrowind".

All features are optional. Each feature can be independently turned off within the installer.

Game MechanicsEdit

Changes in this category alter the way that Morrowind game mechanics work. Many of them change the feel of the game, making some things more unforgiving and retuning some badly designed mechanics. Some of these settings can have a dramatic effect on how you play the game.

Toggle sneakEdit

Makes the sneak key toggle sneak on and off instead of having to hold it down.

Swift castingEdit

Allows the player to immediately cast from any stance by using the 'ready magic' key, instead of having to switch first. You can cast while holding a weapon; NPCs are also a little quicker to cast and can hold weapons while doing so. Using quickslots no longer changes stance when you select a spell or magic item.

You are still able to get to ready magic stance with the 'M' key. If any mods add scripted spells, you may still have to ready your hands first for the scripted spell to work, if the mod requires it.

Pickpocket overhaulEdit

Pickpocket in vanilla Morrowind is a broken mechanic. Any character, no matter what level or stats, has the minimum chance (about 5%) to steal any item valued over 100 septims. An early game thief character with 40 sneak and 60 agility has under 60% probability to steal a 15 septim item from a merchant with minimum countering skill (5 sneak), and is often caught just closing the pickpocket window. This is the easiest scenario, which should be a reliable success of over 90%, and only gets worse when picking an NPC with real sneak skill. Finally, the pickpocket chance is capped at 75%, but is tested both when taking an item and when closing the window. Together this gives a 44% chance of being detected, no matter your skills.

This option re-works the whole pickpocket calculation to be based on weight, and lessens the chances of being detected. It is generally much easier to get started if you choose a thief, and the best things to steal are the lightest - jewellery and gold. You will have to pick your targets carefully, as scouts, other thieves and seasoned adventurers are more likely to notice you. Grabbing anything noticeably heavy such as a weapon, is very likely to give you away. There is no longer a cap on pickpocket chance, and anyone with basic thief skills will not be detected when closing the pickpocket window.

Slowfall overhaulEdit

Fixes the framerate-dependence of slowfall and introduces a scaling amount of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no design choice but to avoid giving damage.

Now, a 10pt spell only avoids damage for short drops, a 15pt spell will mitigate 80% of the damage of long drops and all of short falls, and a 20pt slowfall spell will prevent all damage. By comparison, the standard spell and enchantment is 30pts. The slowfall speed has been adjusted so you won't slow down greatly until at least 50pts of magnitude.

Horizontal air resistance from the effect has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells.

This feature is optional despite fixing a framerate bug, as some people may be utilizing low magnitude slowfall spells as part of their playstyle. Using a 1pt slowfall to avoid falling damage is also common advice, which definitely no longer works.

This may have side effects on creature riding mods. Please try disabling this if you have trouble with your mount.

Followers defend immediatelyEdit

Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit.

While a large improvement in behaviour, it also leads to a follower chasing a ranged enemy that may be a long distance away, or in a dangerous location such as near lava. You will need to be more careful with follower NPCs.

Arrow de-nockerEdit

Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key.

Healthy appetiteEdit

Eating ingredients always succeeds, giving its first effect and skill advancement. Even diamonds.

This allows food and simple ingredients to provide a useful benefit to any character.

Two-handed weapon removes shieldEdit

Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armor rating of the shield while both hands are occupied.

Alchemy potion weight rebalanceEdit

Fixes some problems with the alchemy process.

Unfortunately the standard potion weight calculation has incomplete coding, which leads to multiple problems calculating potion weight. If you make several types of potion in the same session, all potions after the first type become much lighter than normal. A potion's weight could be reduced to minimum by adding low weight ingredients that contributed no effects to the potion.

Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with standard Morrowind, 60% lighter than the most expensive exclusive potions - you could carry 100 of those for 10 encumbrance.

Therefore, final potion weight has been revised to take alembic quality into account instead of number of ingredients, while staying in line with the more common purchasable potions:

potion weight = (0.75 × total ingredient weight + 0.35) / (0.5 + alembic quality)

A good alembic will make your potions much easier to carry, and with the best alembic and ingredients you can create potions weighing the same as an exclusive potion.

Quality-based potion icons/modelsEdit

Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. This selection is based on the base potion strength, mostly determined by your alchemy skill. This base potion strength can be most easily measured by looking at the potion's price, assuming no mods alter crafted potion prices.

A rough guide to quality levels:

Bargain ............... 0-30gp Cheap ................ 30-60gp Standard ............. 60-90gp Quality ............... 90-120gp Exclusive ............. above 120gp

Note that potions sold by merchants have set prices that are unrelated to crafted potions. Also, mods that alter potion strength with fPotionStrengthMult will affect this selection process.

Enchanted item cooldownEdit

Enchanted on-use items now have a cooldown of 3 seconds between uses, in order to reduce the extremely high damage possible from a zero cooldown mechanic. In comparison, spells take about 2 seconds to cast yet can fail, be silenced or magicka drained.

This option is meant to restrain the usefulness of instant, uninterruptible damage and healing that certain items grant.

Enchanted item rebalanceEdit

Reduces the effect that the Enchant skill has on item charge use. Enchant was heavily weighted so that charge efficiency went up to 10× compared to base cost (at maximum skill), in strong contrast to spell casting which does not cost less magicka with higher skill.

This option reduces the very strong abilities of enchanted items to allow other magickal skills to be effective in comparison.

In vanilla Morrowind: At enchant skill 0, using an enchanted item uses 1.1x base charge cost; skill 40, it uses 0.7x charges (1.43x total casts); skill 70, it uses 0.4x charges (2.5x total casts); skill 100, it uses 0.1x charges (10x total casts).

With this option enabled: At enchant skill 0, using an enchanted item uses 1x base charge cost; skill 40, it uses 0.84x charges (1.19x total casts); skill 70, it uses 0.72x charges (1.39x total casts); skill 100, it uses 0.6x charges (1.67x total casts).

Item recharging rebalanceEdit

Doubles the success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and attributes.

On recharging, standard Morrowind first rolls against your enchant skill plus a fraction of your attributes to check if the recharge succeeds at all, then it restores a random percentage of the soul gem charge to the item. It is possible to succeed but obtain only a minimal recharge, no matter what your skill. The success rate is also a little difficult, normally being 25% if you have no enchant skill, and requiring over 60 enchant to be reliable.

This option makes recharging have a success rate of 50% at 10 enchant skill, to 100% at over 30 enchant. Items will be recharged a minimum percentage based on your enchant skill and attributes; you are guaranteed at least as many percent restored as your enchant skill if you are not fatigued. There is also a maximum percentage restored, which is 166% of the minimum cap.

As weapons typically use low amounts of charge, it becomes viable for combat characters to recharge their weapons with soul gems. Higher skill levels will make recharging artifacts and highly magical items viable.

Soulgem value rebalanceEdit

Rebalances soul gem values such that they are not an excessive source of income or ridiculously overvalued, while still reflecting the usefulness of greater souls. Value now depends solely on soul size, the empty soul gem value no longer matters.

Some selected examples:

Kagouti .............. 20 soul ....... 41 septims Bull Netch ........... 50 soul ...... 113 septims Scamp .............. 100 soul ..... 300 septims Ogrim ............... 165 soul ..... 779 septims Hunger ............. 250 soul .... 2063 septims Golden Saint ....... 400 soul .... 7200 septims

Arrow enchantingEdit

Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. When using an enchanting service, larger souls are more cost efficient as the service price does not vary with the number of items. This is not considered balanced, but a fun feature. The default enchanting capacity of these items may need to be adjusted with a mod.

Enchanting increases item valueEdit

Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and the type of item enchanted.

This has been rebalanced since MCP 1.6, for more reasonable prices in-line with the soulgem rebalance option.

On-use ring extra slotEdit

Allows rings with an on-use enchant to be equipped along with any two other rings. Selecting a ring from the magic menu will equip an on-use ring in a third ring position (this is limited to on-use rings). This lets you use two constant effect rings without having to re-equip one every time you use another ring.

Further selections will replace the last ring equipped, which should be the on-use ring. If you are changing constant effect rings, you should un-equip any on-use rings, otherwise one of the constant effect rings may be unequipped next time you use the magic menu.

Fortify maximum healthEdit

Changes the Fortify Health spell to behave more like Fortify Maximum Health. The effect will now increase both current and maximum health. This allows a constant effect fortification to be useful.

Warning: Remove active Fortify Health effects from the player before activating this fix. It cannot automatically fix spell effects that were cast before it was installed.

Racial variation in speed fixEdit

Removes the influence of race height/weight from the movement speed of characters. This will alter the speed of your existing characters depending on race. You may want to adjust speed after enabling it.

The race weight setting is used to scale the body size, but it also scales the movement animation, making Bosmer move at 95% normal speed, and Orcs at up to 135% normal speed, before any speed stat was accounted for. Characters with the same stats should move at the same speed now.

Allow gloves with bracersEdit

Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed.

Note that some visual clipping is inevitable, as many gloves are not closely fitting.

Argonian clothing choiceEdit

Makes Argonian females prefer to wear male versions of armor and clothing. To avoid looking like a mammal.

This is a convenience such that mods don't have to individually account for Argonian-specific versions of their items.

Permanent barter disposition changesEdit

Makes the disposition you gain or lose after a successful or failed barter stay permanently, even after you say goodbye to the merchant.

Allow stealing from KOed NPCsEdit

This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message when you activated them.

This no longer allows you to talk to hostile NPCs that haven't noticed you, as previous versions could sometimes allow.

Exhaust NPCs with Damage FatigueEdit

Normally, NPCs collapse with exhaustion when their fatigue goes below zero. This can normally be caused by drain fatigue spells or hand to hand combat, but damage fatigue spells could never reduce fatigue below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. Ideal for the budding necromancer.

Avoid blame for neutral NPC deathsEdit

If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party.

While the game intended to punish the player for drawing neutral NPCs into the line of fire, the possibility of guards getting neturals killed (possibly a long distance away) should not get the player in trouble.

Strength-based hand to hand damageEdit

Normally, hand to hand damage is only based on the hand to hand skill of the player, ignoring all other stats. This option makes it vary with strength. The damage caused is equivalent to vanilla Morrowind damage at 40 strength and increases up to 2.5× at 100 strength. This affects both stamina and health damage.

Note that this not longer affects werewolf damage, as it did in previous versions.

Spellmaking max. magnitude increaseEdit

Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (i.e. feather, burden). Spell magnitude limit when making spells has been increased to 500 (from 100).

Spellmaking max. duration reducedEdit

Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise.

Spellmaker/enchant multiple effectsEdit

The spellmaker/enchantment maker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. As an example you can make a fire spell with both upfront damage and a slow burn.

Spellmaker area effect costEdit

Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. This option makes the area effect multiplier (1 + area^2/400).

As a guide, a 20ft radius spell costs twice as much as a single target spell, a 30ft radius costs 3.25×, and a 40ft radius costs 5.0×.

Spellmaking matches editorEdit

This patch makes minor changes to spellmaking to match how spells are made in the Construction Set.

The duration of a spell effect can now be set to 0 to create an instant effect.

Spells purchased through the spellmaking service usually cost slightly more magicka than the equivalent pre-made spell. Technically, the casting cost was as if the duration is one second longer, e.g. 2.0× pre-made cost for a 1 second spell, 1.2× pre-made cost for a 5 second spell. It was also rounded differently. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects.

These changes make short duration spells from the spellmaker much easier to cast, which may not be intended.

Hidden trapsEdit

Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects.

The trapped display normally appeared no matter what your security skill was, trivializing the idea of traps. Now you have to rely on your wits.

With this patch, probes will always use a charge when testing an object, even if there is no trap present.

Hidden locksEdit

Turns off the display of locks; all you have to detect locks is the sound a locked object makes. If you are not playing a security skilled character, a lock bash mod is recommended.

Picking locks still displays messages to guide you; if a message tells you a lock is too complex, you will not be able to pick it yet. Unlocking with other means will require some trial and error. Don't forget you can use local map notes to mark information about doors and chests you haven't opened yet.

Detect life spell variantEdit

Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures.

Attribute uncapEdit

Allows levelling of the eight main attributes past 100.

This will be seriously incompatible with levelling mods (for example, GCD) that have not been updated to cover stats over 100, to the point of crashes due to script errors. Do not use out of date mods with this patch.

Note to modders: Changes the behaviour of mod<attribute>. In vanilla, results over 100 are converted to base attribute 100 + the remainder as fortification. With the patch it does not do this conversion.

Skill uncapEdit

Allows levelling of player skills past 100.

This will be seriously incompatible with levelling mods (for example, GCD) that have not been updated to cover stats over 100, to the point of crashes due to script errors. Do not use out of date mods with this patch.

Note to modders: Changes the behaviour of mod<skill>. In vanilla, results over 100 are converted to base attribute 100 + the remainder as fortification. With the patch it does not do this conversion.

VisualsEdit

This category contains small extensions or modifications to the graphical part of Morrowind's engine. Some options allow for mods to make better use of the game engine than was otherwise available before.

Rain/snow collisionEdit

Makes rain and snow stop falling through static objects, allowing you to take shelter under buildings and trees. Increases CPU load during these weather conditions; there will be a small performance hit, less if you have a fast processor. Please note this patch doesn't affect ash storms or blizzards, as the weather particles become too big to collide effectively.

To work as intended you should increase the range weather is rendered, change the following weather settings in morrowind.ini:

[Weather Rain]
Rain Diameter=1200
Max Raindrops=1500

[Weather Thunderstorm]
Rain Diameter=1200
Max Raindrops=3000

[Weather Snow]
Snow Diameter=1600
Max Snowflakes=1500

Bump/reflect map local lightingEdit

Bump and reflection maps, including enchant glow, are now dependent on local illumination. Bump mapped and enchanted objects won't shine at maximumglow in dark areas. The bump/glow intensity reflects the local light level instead of always being at full brightness. This is recommended to use with modded items that include bump mapping.

Over-the-shoulder third person cameraEdit

Moves the third person camera to a position over the right shoulder. The camera position is fixed; if you want to adjust the camera position, using MGE 3.8.2 or later will allow you to do so.

Reduce camera clippingEdit

Disables the camera snapping behaviour in third person mode if NPCs or activators are blocking the view. Reduces camera jumping when moving past NPCs, creatures, etc.

Recommend for use with riding mods. May cause the camera to ghost through activatable doors in tight interiors.

Vanity camera lockEdit

The vanity camera stays active after you release the key, and camera controls are unrestricted so you can fully tilt up and down, and zoom out a large distance. Mouse movement controls both the camera and the player in this mode, though it is still primarily designed for viewing. Tap the vanity camera key to return to normal view, or hold it down to reposition the camera without moving the player.

Mod-SpecificEdit

Additional features to support modding. Used in combination with new mods.

All these are optional, in case of compatibility issues.

Scripted music uninterruptibleEdit

Prevents combat music from interrupting music played by the StreamMusic script command, so that music mods can choose when to transition to combat music themselves.

Separate axe inventory soundsEdit

In vanilla Morrowind, axes do not have unique Put Down and Pick Up sounds, but are coded to use the same ones as bows. This patch will allow axes to use unique inventory sounds, but requires support from a mod.

A related problem is in the original game data. Even though audio files for axes (axeAWAY.wav, axeOUT.wav) and blunt weapons (bluntAWAY.wav, bluntOUT.wav) are installed with the game, their usage is slightly confusing. In Morrowind.esm, the "axe" audio files are used by blunt weapon sound IDs ("Item Weapon Blunt Down" and "Item Weapon Blunt Up"), whereas the "blunt" audio files are not used at all.

Therefore, this patch requires a mod that adds two sound IDs: "Item Weapon Axe Down" and "Item Weapon Axe Up". As these sound IDs aren't present in the Bethesda master files, no inventory sounds will play for axes if this patch is used without such a mod.

Weapon resistance changeEdit

Enchanted weapons no longer bypass the "normal weapon resistance" that many daedra possess. Enchanted versions of low quality (e.g. iron, steel, chitin) weapons are easily available from the beginning of the game, rendering this resistance mostly meaningless. This patch makes the quality of the weapon itself more meaningful as only weapons which are flagged "ignore normal weapon resistance" (dwarven or better materials) will have any effect on these creatures regardless of whether or not they're enchanted. Player-enchanted weapons are subject to the same changes.

This requires mod support to work, as nearly all enchanted weapons in the vanilla game have the "ignore resistance" flag set, even though an unenchanted weapon of the same type does not.

Allow scroll enchant price modifierEdit

Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. The price to create a cast once item is multiplied by the previously unused game setting fMagicItemOnceMult, allowing viable production of scrolls when used with a mod that adjusts that setting. There will be no difference in price unless you use a mod which modifies this game setting.

Hi-def cutscene supportEdit

Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). Requires an above average performing system.

Note to modders: Bink video isn't suited for super high resolution. A resolution of 1280x720 at 24fps should decode at full speed for most end users. Good quality video is encoded at a bitrate around 1 Mbyte/sec, but it depends a lot on the content.

Improved animation supportEdit

Improvements allowing for higher quality animation mods:

  • Allows extra bones on humanoids.
  • Fixes PlayGroup and LoopGroup to work immediately and for the whole body.
  • Allows PlayGroup and LoopGroup to work on the player in third person view.

See the MCP readme for details on these features.

Allow faction leavingEdit

Allows the removal of a player from a faction, leading to new quest possibilities.

Reducing the player's rank in a faction below 0 with the PCLowerRank function will remove the player from a faction. The player's reputation with the faction (often used for recognizing duties performed) remains, but may be cleared with the SetPCFacRep function. There are also faction-specific globals attached to the main faction dialogues which may need resetting.

Service refusal filteringEdit

Allows modders to filter service refusal by individual service type, instead of having to provide or refuse all services. This allows more scriptable service limits like training limits or quests/bribes for additional services.

The choice dialogue function indicates service type - see the readme for modding information.

Talked to PC extensionEdit

Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC.

In vanilla Morrowind, the 'Talked to PC' dialog flag was set just after the greeting. This only allowed greetings to check this flag, and any topics selected afterwards would never see 'Talked to PC' equal to 0. Delaying this until you say goodbye allows alternative responses to topics, when interacting with an NPC for the first time. There are a few for the 'little advice' topic in the vanilla game.

This will cause dialogue problems with the very few mods that use multiple greetings to run scripts. e.g. Economy Adjuster - Merchant Skills. If you notice a greeting that loops forever, you should turn this option off.

Creature voiceover enableEdit

Allows creatures to play Hello, Idle and Attack voiceovers. Mainly useful for mods, but vanilla Morrowind has a few creatures with voice, e.g. Dagoth Reler.

For the Hello voices to play, creatures require the same AI conditions as standard NPCs: An AI Hello rating above 0, and an AI package that doesn't suppress voice (anything but Escort/Follow).

Lock level scriptingEdit

Modifies the GetLevel script command to additionally work on locked objects. This allows extra modding based on locked items.

GetLevel returns the lock level for locked items, 0 if an item has been unlocked, and -1 for items without a lock.

Disable weapon transition on unequipEdit

Prevents the game from playing the lower weapon animation when equipping some items or selecting hand to hand mode. Most of the time, this animation state would only last one frame, causing unwanted transient behaviour with scripts that detect it.

NPC AI casts zero cost powersEdit

Note: Not recommended for newer players.

Enables NPC AIs to select and cast zero cost powers, for example racial powers. The AI prefers to cast their higher cost spells, so all zero cost powers are given the importance of a 20 magicka spell.

This option is only recommended to be used with a suitable mod that adjusts standard racial powers. Though this patch can be used without a mod, the duration of powers may irritate all but veteran players.

This does make the game significantly more difficult, as standard powers can be powerful or frustrating, and are active for up to 60 seconds. It is challenging; you should be aware of what the racial powers are, and if any active mods change them significantly.

Get/SetAngle enhancementEdit

  • GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Actor facing can now be accurately determined by GetAngle. The ability of GetStartingAngle to get the actor facing has not been affected.
  • Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine. This allows item placement mods that work with all objects, and with lower script overhead than existing methods. Using UVW axes allows this option to be backwards compatible with item placement mods. See the MCP readme for modding details.

First person swim animationsEdit

Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod.

Scriptable potion useEdit

Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. The consumed potion type will be deducted from the inventory, but if one doesn't exist in the NPC inventory, it will be created before consumption.

Note to modders: This command should not be used on the player. While it does work, the player inventory UI does not get updated to match the actual item count, creating a ghost copy of the potion in the inventory.

Container respawn timescaleEdit

Container respawn (ingredient plants, merchant chests and supply chests) happens periodically, governed by the iMonthsToRespawn game setting and counted by the MonthsToRespawn global variable. This option changes the variables and respawn check interval to use units of days instead of units of months, although the variable names stay the same. e.g. The default respawn interval of 3 months becomes 3 days.

This should allow modders to create more interesting restocking goods at merchants. If you do not want it to affect ingredient plants, there are various alchemy mods which add an independent respawn system for plants.

AddItem with levelled itemsEdit

Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily.

Note to modders: The target reference for AddItem should be a reference to a clone, not a base object. See the MCP readme for more details.

GetSpellEffects tweakEdit

Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling.

AIActivate enhancementEdit

To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing mods using AIActivate.

The drawback with the original command with the target as an argument is that the target has to be a unique object, as if it is not, the game will pick the first instance of the object which could be in any cell. Having the reference to be activated on the left side allows targeted scripts to allow activation of any object.

Invoke the new method by adding a second argument:

; MCP AIActivate
item_ref->AIActivate "actor_id", "actor_id"

Both actor ids must be exactly the same. This strange syntax is to avoid bugs in the Construction Set compiler while still remaining compatible. If you are using MWEdit, that version is not recognized and you must use:

; MCP AIActivate (MWEdit)
item_ref->AIActivate "actor_id", reset

In both cases the comment is recommended to make your intention clear for future compatibility.

Interface ChangesEdit

Options for a more versatile user interface. Some options have new key bindings which are explained in the descriptions.

Map expansion (for Tamriel Rebuilt)Edit

This patch is primarily made to accommodate Tamriel Rebuilt. It resizes the map to show a larger area of Tamriel than before, and moves the map origin to the south of Vvardenfell. An expanded map permanently affects a savegame - it is not reversible, so please make a backup save before you test this option.

It is possible to zoom in (2x) the world map to get a better view using PgUp/PgDn. This is only a magnified view, as the map cannot generate more detail.

Map boundaries:

  • Original map: (-28,-28) to (28,28)
  • Expanded map: (-51,-64) to (51,38)

The scale is reduced to 5/9 of the original.

Savegames created before this patch is activated will have their maps automatically rescaled. There is no need to make a new game.

Warning: The game was not designed for scalable maps, so you cannot return an expanded map to its original state if you turn this option off. If you turn this option off and load a game that had it enabled, the world map will no longer display correctly. Your options are re-enable the map expansion, or load a backup save.

Disable map smoothingEdit

Sets the map display to use pixel resize filtering, intended to improve the appearance of world map zoom. The world map will appear pixelated instead of blurry, and town markers appear sharper. This may be a matter of personal taste.

UI display quality fixEdit

Seriously improves UI clarity, by fixing the code for aligning UI drawing to the screen. Text, icons and frames should appear as sharp as the source textures are, no longer blurring by up to half a pixel radius.

Warning: Currently causes problems with MGE shaders (but not MGE XE), that appear as shaders applied on top of the UI. MGE expects an unaligned UI when detecting when to apply shaders, and so fails to detect the change, instead drawing shaders on top of everything.

Convenient defaultsEdit

On loading a game, sets the initial player movement to running instead of walking, and sets the map to display the world map instead of the local map.

If you want just the running part, turn off this option and open the file morrowind.ini. After the [General] line add:

Always Run=1

Don't loot on disposeEdit

You can now avoid picking up all the items on a body if you Ctrl-click the Dispose Corpse button. The items will disappear with the body.

The extra Ctrl modifier was chosen to avoid losing important items if you click dispose accidentally.

Shortcut key improvementsEdit

Adds some streamlining to the user interface, through simpler default behaviours.

The dialogue window, books, and scrolls can now be closed with the space bar.

Normally, while picking up stacks, holding down Shift while clicking would pick up a whole stack without a quantity window, and holding down Ctrl would pick up one item. This option makes a normal click pick up a whole stack by default, and holding Shift instead makes the quantity window appear.

When examining a container, you may take all items by pressing the "Ready Weapon" key. This works for any keyboard binding. If "Ready Weapon" is bound to a mouse button, you have to hold down that mouse button and press any key (except space) to trigger it.

Unfortunately, the key input changes mean you cannot open the journal while the dialogue window is open.

Spell select by nameEdit

Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. Holding the Ctrl key while pressing letters will cycle backwards through spells until the first spell starting with that letter. It will only select spells, not powers or magic items.

The spell selection only operates after the inventory is open. Any menu which takes key input will turn off the feature until the inventory is next opened. The journal, normally bound to the J key, can still be accessed if you hide the magic menu first, by clicking the spell icon in the bottom left.

Un-restrict menu sizeEdit

Removes the resizing limits of the stats menu and magic menu, allowing you to use larger fonts, or see all skills at once. Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space.

Larger service/chargen menusEdit

Increases the size of the repair item, recharge item, and enchanting windows for better visibility. Improves the text layout of the alchemy menu. Increases the size of merchants' spells service and repair service menus. Increases the size of the birthsign menu and reduces the text leading to fit modded birthsigns with more abilities. Increases the width of the stat review menu to allow larger race, class and birthsign names. Improves the race menu abilities tooltip.

Requires a vertical resolution of at least 720 pixels.

Level-up skills tooltipEdit

In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level.

Note that this shows the number of skill increases, not the final multiplier.

Persuasion improvementEdit

The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. Selecting an option keeps the menu open, unless you start a fight, that is. Convenience.

Better rechargingEdit

Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done.

Spellmaker/enchanting improvementEdit

Improves the UI when setting spell effects in the spellmaker or enchantment windows.

When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher.

Self-enchanting success chanceEdit

Displays a percentage chance of success on the self-enchanting menu.

Better hagglingEdit

Compatibility warning: This option is not compatible with the program FPS Optimizer, as it already has a similar feature. Turn this off if you are using FPS Optimizer.

When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix.

See all standard potion effectsEdit

Allows the player to see all of the effects on standard potions instead of hiding some effects depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set.

Better ingredient and item selectorEdit

Changes the small and inadequate item selection window to a large list with labelled items. Affects selecting ingredients, enchanting items and the quick item menu.

Better spell merchantsEdit

A merchant's list of spells for sale now displays the spell magicka cost.

The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have.

Better typographyEdit

Improves the layout of books, scrolls and the journal.

Book pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. Scrolls have their text area increased to fill the available space as much as possible.

If you are using a texture replacer for books or scrolls, you may have to adjust the texture so that it fits the same paper area as the original (many replacers do not do this).

Journal text colour configurationEdit

Allows journal text to be set to colours other than black by editing the color_journal_topic setting in morrowind.ini. Intended for use with replacement fonts.

Recommendation for Better Dialogue Font:

color_journal_topic=27,22,12

Improved inventory filtersEdit

Small improvement to item type filtering in the inventory. Potions are more easily accessed from the magic filter. Makes soul gems group together. Less clutter in the misc filter.

  • Weapons filter: As before.
  • Apparel filter: As before.
  • Magic filter: Scrolls, potions and soul gems. No worn equipment.
  • Misc filter: As before, without scrolls or soul gems.

Ownership tooltipEdit

Allows you to detect if items are owned by someone. When looking at an item, the tooltip window will display 'Owned', 'Permitted', or 'Faction Owned', with the faction rank required that allows you to take the item.

Display more accurate item weightEdit

Makes the item tooltip display weight to two decimal places instead of one, matching the accuracy allowed in the Construction Set. Allows better assessment of very light items.

InternationalEdit

Add greater compatibility for localized versions of Morrowind.

Polish keyboard supportEdit

Changes the input functions to allow Polish characters to be entered using standard ALt+key combinations.

Polish character correctionsEdit

Requires the Better Dialogue Font mod, Polish version. Do not enable this if you don't have it installed.

This should fix the display of characters Ó and ć (they normally display as O and é) in dialogues and menus. Caused by a combination of bad character table and a missing character in the font file.

  • Requires the Better Dialogue Font mod, Polish version. Do not enable this if you don't have it installed.

Japanese localizationEdit

Allows Japanese language fonts in dialogue.

Original code by TObject, included with permission. This patch has been integrated to avoid any conflicts with other MCP options.

Allows Japanese language fonts in dialogue. Additional steps required to work:

    1. Download the Bloodmoon localization Ver.0.05 data from http://tobject.web.fc2.com/
    2. Install Japanese font by following instructions inside the archive.
    3. Enable this patch instead of using the JaEx patch exe.

Russian fixesEdit

Fixes detection of the Argonian race id in Russian localized versions, so that the unique Argonian swim animation will be shown properly.

Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider.

Fixes the layout of the level up window to avoid cutting off the personality attribute value.

Main menu wider texturesEdit

Doubles the allowed width of the main menu frame and buttons, for localized editions of Morrowind. Allows the use of longer words in translated menu button textures.

This MUST be used with double width texture replacements for all of the main menu buttons. Do not use if you do not have replacement textures, otherwise the main menu will appear off-centre.

Bug fixesEdit

Fixes the many bugs in Morrowind's code that otherwise could not be fixed from within the game engine. These options are all enabled by default.

Savegame corruption fixEdit

This patch reduces the amount of save game corruption by fixing the load and save system within Morrowind. Savegames remain fully compatible with original Morrowind, but remember you may encounter crashes when reverting because of conflicts this patch fixes. It also speeds up loading times, and removes conflicts when two mods make additions to the same cell.

There are three separate changes to this fix.

  • The local ref bug fix. Morrowind's loader used a flawed system which causes many corrupt references, disappearing and doubled objects and some crashes on load. The reference loader has been redesigned to avoid the majority of these issues. This applies to both mods and savegames.
  • The mod loader can now identify inserted and deleted mods properly, by matching their filenames. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It is still recommended to use Wrye Mash to update changed mods in place.
  • Clean saving. Morrowind now effectively cleans your savegame every time you remove a mod, with the same effect as removing a mod using Wrye Mash. This does reset everything the mod has changed, in particular NPCs and items placed in the world. If you wish to retain the changed information, you will need to use the new Keep Replaced Refs feature. Read the readme for details on how to use it.

Delayed spell crash fixEdit

If you left a cell while an NPC was still doing its casting animation, the spell it was casting could get stuck in memory, and cause a crash 72 game hours later when information on that NPC was cleaned out. This patch prevents that bug on both new and existing save games.

This previously had a conflict with Vampire Realism and other mods that add effects to the player and changes cell in the same frame, which is now fixed.

Summoned creature crash fixEdit

Unsummoning creatures by methods other than killing the creature (leaving the cell, dispel), could leave a reference to the summon in memory, potentially causing a crash when you leave the cell. It would occur if a spell cast by the creature was in effect, or if it had defensive spell abilities.

With this patch, all unsummon methods negate spells cast by summoned creatures as if they died normally.

Initializing data fixEdit

Fixes script errors with loading saved games during the "Initializing Data" phase. These errors include loading never completing, and the message "Unable to find ___ id" followed by corrupted text. It should also speed up this phase of loading.

This fixes errors in Morrowind's script parser during the "Initializing Data" phase. The parser was incorrectly advancing the script parse pointer, causing the game to look for opcodes in the middle of string identifiers. This would result in "Unable to find id" errors, or infinitely looping.

Animated container crash fixEdit

Fixes crashes from accessing animated containers. Talking to a merchant while in a cell with animated containers could cause a crash, due to the merchant checking the container for sellable items. The player could also cause a crash accessing a container, if it was the only one of its type in a cell.

Caused by bad refcounting, leading to the animations being deleted during access to the container, if it did not share an animation with other objects.

Resolution options fixEdit

Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. Corrects some UI layout bugs caused by switching resolution in-game.

This was surprisingly difficult to fix due to a serious design bug.

Script expression parser fixEdit

Fixes problems in the scripting system which caused some strange bugs. These bugs were related to expressions, such as the right side of a Set statement, an If statement, or a While statement.

  • Fixes the Random function unable to use certain arguments, and crashing on multiples of 256.
  • Fixes the argument of the Random function being corrupted into a large value.
  • Fixes the 34th local variable being unusable in an expression.
  • Fixes expression errors when setting 65th-84th local variables to an expression containing a global identifier (global variable, item ID, actor name, etc.).
  • Fixes expression errors where the character length of the expression is between 65 and 84.

Note to modders: There are still fundamental design problems with the CS script compiler. If you use a function with arguments, you should assign the result to a local variable before using it in another expression.

Script data fixEdit

Fixes a possible source of crashes when loading or reloading a save game, or starting a new game while in-game. Caused by the script system reading data past the end of a compiled script memory buffer.

Improved loading speedEdit

Reduces loading to main menu time, and much improves reloading speed.

This primarily improves speed when Morrowind is already cached in memory, e.g. reloading a save or restarting Morrowind after it has been run recently. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled.

The game was updating the status text and progress bar far too often, which meant it could spend most of its time waiting for the GPU to sync. An update frequency limiter was added to solve this.

Light spell fixEdit

Fixes several bugs with the Light magic effect, that caused excessive (3x) brightness and pop-in of lighting. The overall brightness is lower than the vanilla game, but should be visually more pleasant to use.

Implementation bugs fixed:

  • Double brightness on first cast and negative stacking on recasting the same spell.
  • Poorly chosen cut-off distance leading to objects popping in fully lit.
  • Poorly chosen linear falloff that contributes to pop-in at any light radius.

Mercantile fixEdit

Merchants should no longer pay less for an item with increasing mercantile skill. The issue was that prices merchants pay, were capped by the price the merchant sells the same item at. The sell price was dipping too low, causing the buy price to go down too. It is now uncapped.

It does show the underlying barter mechanics aren't balanced well. To avoid exploitable situations with the barter system all price modifiers (differences from base price) are reduced by 50%.

Zero value items are no longer buyable or sellable for 1 septim.

Unarmored fixEdit

Unarmored skill now gives proper damage reduction when you are fully unarmored. Previously you had to wear at least one piece of armor to get any armor rating contribution.

Calendar fixEdit

The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. Caused by month numbering not matching between the string table and month length table. Month numbering is now 0 to 11 to represent Morning Star to Evening Star.

Merchant equipping fixEdit

When selling to a merchant, they normally equip any item they can use of greater value than what they were already wearing, resulting in it being no longer possible to buy that item back. With this fix, any NPC that barters should no longer equip anything you sell them. Note this does not affect what they are currently wearing when you apply the patch.

For compatibility, it does not prevent a merchant equipping anything if a script adds items to the merchant's inventory.

Restore/drain attributes fixEdit

Restore attributes spells did not recognise Fortify effects when restoring. Take for example, a base agility of 50, fortified by +30 to 80. If your agility was damaged below 80, a Restore spell would only restore up to 50 and stop working. Restore attributes spells now restore up to your fully fortified amount.

The same problem occurred when Drain attributes spells expired. These should now restore the fortified attribute properly as well.

StreaMusic / master volume fixEdit

The StreamMusic script command always sets music volume to maximum, this patch prevents that. This also makes Morrowind remember what you set the master volume slider to, when it previously didn't. There is also a minor fix to the data type of the "3D Sound Quality" registry setting.

Since v2.1, it also makes StreamMusic fade the previous track out instead of cutting immediately.

Loud interface / gameplay sounds fixEdit

When two sounds of the same type were playing at the same time, one could be extra loud (maximum volume) no matter what your audio settings were. This was most likely when rapidly using the inventory, using a fast melee weapon to hit armor, or with environmental sounds upon entering a cell. This fix causes all such sounds to play at the correct volume.

The main issue was a poorly documented bug in DirectSound that caused duplicate sounds to ignore their initial volume settings. For armor, there was additionally a calculation overflow going from very low volume to maximum volume.

Level-up stats bug fixEdit

If a stat multiplier would take your stat to 100 or more, the game would sometimes give you only a x1 multiplier for that stat instead of the correct multiplier. This fixes it so the multiplier is always available.

The bug only occurred for strength, intelligence, willpower and agility stats on the left side of the level up window.

It also fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. It was not apparent unless the level-up multipliers were modded.

Bound items expiry fixEdit

When a bound weapon spell expired, the game would equip the last weapon you had and ready the weapon for you. This was a forced action that could interrupt you if you were in spell ready stance or had no weapon drawn. This fix still equips the last weapon but leaves the stance unchanged.

When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires.

Fog of war fixEdit

When crossing into a new cell, occasionally the fog of war on the local map would stop updating normally and would reveal an area far away from the player position. This fixes that behaviour, which was caused by two slightly different rounding conventions used when checking the player's current cell.

Intimidate fixEdit

On successful intimidate actions, sometimes the NPC disposition would not increase at all. There is a minimum increase per successful action that should apply, but the code applies it wrongly. This fixes it to increase disposition by at least a minimum amount on success.

Stable enchantment sortEdit

Makes the game always sort enchantments in the spell menu alphabetically.

Previously it would mostly sort alphabetically, sometimes by item category, depending on your last inventory action. It was somewhat unpredictable and thus irritating, this makes it stable.

PlaceAt / Drop fixEdit

PlaceAtPC, when used in third person mode, would always place the new object at the player's feet instead of at the given distance due to an error checking if it was within line of sight. Affected mods that place objects like tents, bedrolls or camp fires. It should now behave correctly in third person.

PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe.

Fixes the script command "Drop" to correctly drop items at the actor's feet, instead of near the player or where the player is looking. The game was incorrectly treating all items as if they were dropped from the player inventory view.

Spell deselection bug fixEdit

Stops your current spell from being deselected when another NPC or creature unequips or uses up a magical item. This may also reduce the random spell deselection that occurs while travelling.

Calm spells fixEdit

Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. Bug caused by the spell calling StopCombat every frame.

Vampire stats fixEdit

If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire.

Reflected spells fixEdit

When you cast an absorb spell and it's reflected by an enemy, it resolves to absorbing from yourself and the enemy is unaffected. Far too safe for a game mechanic; now the enemy will absorb from you instead.

Show transparent clothes in the inventoryEdit

Allows clothes with transparent areas to show up properly on the figure (paper doll) in the inventory window, instead of solid black masking where the transparent parts would be.

Depending on video card and driver, this may rarely cause graphical issues, such as a red tint over the screen. Try disabling this option if it becomes a problem.

Allow reflection effects on skinned modelsEdit

Allows clothes and armor to use reflection maps, where previously it would not work on skinned meshes. It also prevents enchantments from overriding an existing reflection effect.

Since bump maps required reflection maps to work, this also allows bump maps on skinned meshes.

Note: The original ebony cuirass made by Bethesda has a reflection effect on it, which was never visible until this fix was made. It may cause enchanted ebony cuirasses to look different due to the now visible reflection effect.

Enchant glow in fog fixEdit

Enchanted items no longer turn white underwater, in dust storms or in fog. Caused by the game not turning off fog when adding the glow, making it far too bright.

Show NPC health bar on healingEdit

Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing.

Disposition fixEdit

When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen.

Spell magnitude fixEdit

Spells with a variable magnitude (e.g. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (e.g. 10pt) magnitude when cast. Now the highest magnitude should have an equal chance to appear.

Dispel fixEdit

Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described.

Creature armor damage fixEdit

Creatures that didn't wield weapons but struck with their body wouldn't cause armor damage. This allows them to do so.

Inventory bugs fixEdit

Fixes (most) issues with inventory updates when:

  • Items were sticking in the inventory when they were supposed to be removed by a quest or script. Occurred in conjunction with mods that use equippable items to activate scripts, such as teleport rings or torch equip.
  • Using potions/ingredients via quickslot; when you used the last potion in a stack the icon would remain, clicking on it could crash the game. It also occurred when a potion was drunk through a script.
  • Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much.
  • Companion using soul trap; when another NPC used soultrap and captured a soul, your inventory display would be overwritten by the NPCs inventory.
  • Displaying item stacks of size 10000 or more (e.g. gold). An inventory icon has space for only four digits, so larger stacks should be labelled in thousands (e.g 10K). This was only occuring in the player inventory but not for containers or merchants.
  • The encumbrance bar in the companion share window was overlapping the text to its right.

Most other problems with an item stuck in the inventory can be resolved by visiting a merchant and opening the barter window. This should cause it to work normally again.

NPC potion use AIEdit

Potions used to be drunk without waiting for the effects of previous potions to finish, meaning an NPC could go through its whole supply in a second. NPC potion drinking is now limited to once every 5-6 seconds game time.

They were also confined to drinking health and fatigue potions. NPCs now drink magicka potions if their magicka goes below 50%.

Blind fixEdit

The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen.

Gloss map fixEdit

Allows you to use mods and models that have gloss maps. They control the reflectiveness of materials with a texture so different parts of an object can be matte or reflective, instead of the whole thing. For use with suitable mesh replacers.

Lighting fixes groupEdit

Multiple integrated fixes, to make light sources behave better. Mostly fixes unlit objects and actors that should be lit.

  • Land lighting. Dynamic lights like torches should no longer cause inexplicable large dark corners on smooth terrain.
  • Dynamic actor light update. Moving actors are relit for every frame they are in motion, but it did not take the player's light into account. Caused moving actors to flicker in towns, and actors in caves to be unlit despite the player holding a torch.
  • Excess player lighting removed. 1st person and 3rd person light sources were both active at the same time in either view, causing over bright lighting for the player compared to other actors.
  • Light mesh lighting. Dropped lights were not getting lit by other lights in interiors. Now working.

Particle effects fixEdit

Particle effects on weapons (e.g. Trueflame) no longer detach from the weapon model. Fixed by updating the particle manager to handle non-uniform scaled emitters.

Particle arrows and other projectiles are also fixed so that the particles stick to the arrow while moving. Caused by a bug in animation management.

Projectile aiming fixEdit

Projectiles fired off-centre in first person view for some races if you aimed significantly up or down (if race height was not 1.0). This no longer occurs. Also corrects the very bad aiming in 3rd person view, which should be more usable now. Both were issues with non-uniform scaling on player models.

Waterwalk fixEdit

Casting waterwalk while swimming would cause fall damage if you had previously jumped into the water from a large height. This should no longer happen.

Training price/stats fixEdit

Training prices were incorrectly calculated from the fortified/drained skill level instead of the base skill level.

Training limit was incorrectly based on the fortified/drained skill level instead of the base skill level. This also allows trainer mercantile to be improved with an effect, without it becoming an offered skill.

Skill progress bar shown on mouseover was incorrectly hidden if the fortified/drained skill level was above 100 but the base skill level was not.

Travel price fixEdit

Guild guides (travel via Guild of Mages) displayed a price adjusted for mercantile skill but actually charged the base price. This fix makes them charge the adjusted price. Important for mods that substantially increase the cost of travel.

All travel methods charge per passenger. If you have companions, the base price should be multiplied by the total number of passengers. The game instead miscounted the number of passengers by forgetting to add the player, if there were companions. This fix corrects the passenger count, making travel with a companion cost more than without one.

Createmaps/fillmap fixEdit

Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind.esm.

Better quality splash and title screensEdit

Makes Morrowind load splash screens and the title screen at 32 bpp instead of reducing them to 15/12 bpp, which caused low image quality.

Magicka display accuracyEdit

Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. For example, previously it would have shown you had 10 magicka when you actually had 9.5 magicka, so you would fail to cast a 10 magicka spell. Also affects the 'charges remaining' display for items in the magic menu.

Spellmaker/enchant edit effect fixEdit

When editing an existing spell effect, the effect range [Touch/Ranged/Self] would always reset to 'Touch' even though the other effect settings are remembered correctly. This fix adds some code to remember the effect range properly, making editing spells less irritating.

Save file limit warningEdit

Warns you when you go to save and have a large number of save files (over 200) in the directory, with a message like "You have reached the limit of Morrowind saved games." It does not prevent saving, but is a reminder to clear up the save directory.

Once you have over 300 save files, Morrowind starts to experience memory corruption trying to load all the preview images and summary. It's best to archive and clean the saves folder in the Morrowind directory before this occurs.

Alchemy naming/stacking fixEdit

Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. This bug was usually only experienced after extended play.

It also prevents Morrowind from resetting a custom potion name to default after you make one potion. The name will only update if you change equipment or ingredients.

All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion.

Multiple attribute fortify potionsEdit

Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion.

Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion.

Blight storm disease fixEdit

Disables the buggy behaviour of blight storms. The game intended to give you blight diseases while you are in a blight storm. While the game added diseases, it never activated them, so no stat loss would occur; although to a script it could appear you were blighted. If the functionality was properly restored, it would give you blight several times per minute; turning it off seems like the best option.

Game formula restorationEdit

Restores some game mechanic formulas to make proper use of editable game settings:

  • Spell fatigue mechanic - Spells can be made to use up fatigue while casting, even being more exhausting with higher encumbrance, but the modifiers were incorrectly all multiplied together. Spell fatigue defaults to zero in standard Morrowind.

The fatigue cost formula:

spell cost * fFatigueSpellBase * fFatigueSpellMult * normalized encumbrance

fixed as:

spell cost * (fFatigueSpellBase + fFatigueSpellMult * normalized encumbrance)
  • Strength influence on PC/NPC damage - The damage multiplier on weapons was a fixed function of strength, although game settings related to it existed. The weapon potential damage (before armor) formula:
weapon base damage * (0.5 + 0.01 * strength)

fixed as:

weapon base damage * (fDamageStrengthBase + 0.1 * fDamageStrengthMult * strength)

With this new formula, damage remains the same when using standard Morrowind settings.

Creature armor rating fixEdit

Creatures normally have zero armor, as they have no natural armor stat and wear nothing, so the game did not do damage reduction for creatures. Bonelords and dremora could gain armor through shield spells, but that armor rating was not being applied. This fix allows the shield spell effect to give creatures a working armor rating. It ignores the cap on damage reduction, so very heavily armored creatures are possible with modding.

Slowfall on companions fixEdit

It is possible that companions could die of unexpected fall damage when you changed between certain interior cells while they had the slowfall effect active. This fix will make using it on companions safe again.

Drain intelligence exploit fixEdit

Prevents draining intelligence to zero from restoring any magicka when the drain wears off.

Mouseover menu display fixesEdit

  • Prevents the game from showing a blank 'Next rank' and all zeros for next rank stats requirements, if you are maximum rank in a faction that has less than 10 ranks.
  • Fixes spells appearing under the wrong headings in the mouseover for birthsigns.

Detect water level fixEdit

Fixes problems with being detected as underwater in a cell with no water.

Some scripts need to check if you are underwater, but the script language doesn't provide a command to check if the cell has water at all. The default water level is zero, which could lead to being detected underwater if the cell happens to have a floor below that level. This changes the getwaterlevel command to report a very negative level if the cell has no water, guaranteeing you to be above water.

Armor indicator fixEdit

Underneath the character figure in the inventory window is some text indicating the current armor rating. This updates to your new armor rating when you equip and unequip items, but it does not update when you cast a shield spell or gain armor skill. This option fixes it to update every time you open the inventory screen.

Repair iem fixesEdit

Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it.

Fixes problems with repairing bound weapons and armor by disabling the repair of bound items. The repair code was not designed to handle bound items, causing a crash or broken inventory icons when the bound item spell expired.

Book and scroll scaling fixEdit

Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen.

Hit fader fixEdit

Prevents the red damage overlay (hit fader) from sticking on the screen when you change cells.

Water environment sound fixEdit

Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area.

Fixes the choice of water ambience sound, the sound that plays when you are near water. In morrowind.ini, there are settings for water sound effect IDs. Vanilla Morrowind was using the value of NearWaterOutdoorID for all water ambience. The game now uses NearWaterOutdoorID for nearby water in exteriors, and NearWaterIndoorID for interior water.

Voiceover script functions fixEdit

Fixes the StopSound command to avoid always muting actor voices and torch noise. StopSound properly matches the sound ID specified, instead of muting all actor sound.

Fixes the SayDone command to only trigger at the end of voiceovers. Previously it would also trigger on sounds from animation SoundGens (e.g. footsteps), and on any StopSound command.

PlaySoundVP volume fixEdit

The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. This adds supporting code.

Weapon reach issuesEdit

Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. The construction set has no such limitation.

Fixed fHandToHandReach to apply to the player, as before it only worked correctly for NPCs.

Slow movement anim fixEdit

Allows actors with very slow walk animations (<1 unit/sec) to load without causing animation errors.

Mod removal fixesEdit

Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal.

Fix enchant options on rangedEdit

Prevents the "Cast on Strike" enchanting use option from appearing for bows and crossbows, as they can never trigger it - you must use enchanted arrows or bolts instead.

Prevent empty messagesEdit

Stops all empty message notifications from appearing. Useful if you have a mod that turns off certain repetitive messages by making them empty.

Disintegrate fixEdit

Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition.

Fixes both Disintegrate Weapon and Disintegrate Armor over time effects. They were applying a reduced amount (often zero effect) due to rounding errors. All disintegrate effects are silently converted into instant effects on hit, with the same net result. The effects will appear unchanged in the spell window.

Note to modders: Due to the game design, disintegrate effects over time fail to work effectively, even over 1 second, as the game cannot track fractional damage to items. Damage per frame, when rounded off, can end up applying zero damage overall. When building spells, it is recommended to set all disintegrate weapon and armor effects as 0 duration effects, so they apply as you expect, even without the newest MCP.

Incorrect inventory sounds fixEdit

Corrects the "use potion" sound. Potions now use the drinking sound, eating ingredients uses the swallow sound. Previously they both used the swallow sound. Both sounds are now attached to the player, allowing them to be detected with the GetSoundPlaying script function.

Attaches the "skillraise", "potion success" and "potion fail" sounds to the player, so they can be detected by scripts.

Corrects weapon pickup and drop sounds in the inventory:

Axes normally use the same Put Down and Pick Up inventory sounds as bows. This changes them to use blunt weapon sounds. See the "Separate axe inventory sounds" patch in mod-related features for a way to customise this.

Throwing weapons normally use the same Put Down and Pick Up inventory sounds as blunt weapons. This changes them to use arrow sounds.

Potions now play both Pick Up and Put Down sounds, instead of just the Pick Up sound for both interactions.

Confiscated item fixEdit

Prevents guards from always taking items they have confiscated previously. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen.

When you pay a fine to guards or go to prison, they take all items that you have stolen at least one of. However, after paying, the guards will still keep taking the same items every time you are caught in the future. This fix prevents future confiscation of items they have taken from you, once you have paid the fine or done prison time.

Certain storage containers are faction-owned, with the items inside belonging to the faction. These are not items for sale (as those must be owned by the merchant), but merchants will still consider all items of that type stolen. This could result in merchants recognizing and seizing any type of item taken from a distant town, which is not particularly believable. With this option, merchants buy items stolen from faction containers without issue. The act of taking items out of faction containers will still get you in trouble, if you are seen.

Normally, the property of deceased people is takeable without being marked stolen, although it's still a crime if observed. In vanilla, owned property in containers was takeable without being flagged, but owned items placed in the world would always be marked as stolen, due to a bug checking if the player was dead, instead of the owner. Further, it would incorrectly assign the item as stolen if the corpse had expired after the usual 72 hours. This fix will always prevent marking items as stolen if the owner is dead.

Dropping from inventory fixEdit

Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. The bug would cause the item to be placed near coordinates {0, 0, 0} which is almost always inaccessible.

Self-enchanting fixEdit

Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Multiple effects were much harder to successfully create than they should have been. You were tested for failure on each effect (using a cumulative cost), instead of checking once with the final cost.

Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant with spare soul gems.

Ammunition fixEdit

Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter.

Before, if equipped ammunition was filtered from view, firing a weapon would not decrease the counter on the inventory icon. When the filter was removed, the counter would not reflect the real number of items remaining. The ammunition was still tracked correctly, and the player could not fire more than the real amount. However, there was still a bug where dropping the ammunition would drop the amount on the inventory icon counter, instead of the real amount. Dropping these excess items may have caused minor encumbrance mismatches.

PlaceItem fixEdit

Correctly saves items placed by scripts into cells that the player has not visited yet. Previously the item would be placed, but the game would not save the new item unless the player had visited the target cell. Affects the PlaceItem and PlaceItemCell commands.

Creature magicka/fatigue fixEdit

Creatures have independent settings of maximum magicka and fatigue, which are used when a creature is spawned. When a game is saved and loaded, or a creature attribute is modified, the creature's maximum magicka and fatigue are replaced with an auto-calculated value using the calculation for NPCs. These can be siginificantly different to the initial values.

As creature data has no auto-calculation flag, and vanilla creature data sets magicka levels which are not proportional to their intelligence, it is most likely NPC recalculation was not intended to apply to creatures. This fix modifies scaling of creature magicka and fatigue: Magicka is still proportional to intelligence, but with a different scale per creature type. The creature's starting intelligence will produce the creature's starting magicka. Fatigue no longer scales with attribute changes.

Position/PositionCell fixEdit

Fixes an issue with PositionCell that prevented NPC scripting from running, and another issue which deactivated actor and projectile collision on moved NPCs. This solves most problems with the mod Living Cities of Vvardenfell.

PositionCell allows NPCs to be moved to any cell. If the NPC had never been visited before, then moved to the current cell, the script specified in the NPC data would not be initialized correctly. This could cause quests to stop working, and dialogue interactions with that NPC to crash the game, until the next reload. This patch causes Position/PositionCell to attach the script to the NPC reference correctly, if it is not already done.

When a recently-visited NPC was moved to the current cell, Morrowind would fail to activate its collision physics, which caused projectiles and magic to pass through the actor. This patch registers the actor collision correctly.

Telekinesis fixEdit

Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. Before, they did not have the extended interaction range expected from the telekinesis effect.

Map-texture conflict fixEdit

The world map would become non-functional if you replaced the texture "_land_default.dds" with a texture of a different size, displaying a blank or cropped map instead. This was due to the use of that texture to set the scale of the world map panel.

This workaround changes the map interface so that "_land_default.dds" can be replaced with a high resolution texture. The scale is instead based on "menu_icon_none.dds", which has no need for a higher resolution version.

NPC minor behaviour fixesEdit

Minor improvements to NPC AI:

  • NPCs fleeing from combat use the correct flee distance, instead of fleeing a very short distance and stopping all actions. Only relevant with modded AI settings.
  • Followers that are knocked down will no longer be forced to follow you in a glitchy knockdown state. They will stay down until their fatigue becomes positive.
  • NPCs will no longer try to equip lights marked non-carry at night. This does not apply to lights directly given via AddItem.
  • Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging (or save then load).
  • NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked.
  • AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed.

Ammo fixesEdit

  • Morrowind item tooltips failed to show the damage range on ammunition. The fixes it so that the damage becomes visible.
  • Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. Specifically, ammo was unloaded when the weapon or ammo was switched while the firing weapon was fully drawn.

Spell effect tooltip fixEdit

Corrects an interface problem with the tooltips for the active spell effects bar. If an enemy used an enchanted item in combat, the tooltip of all spell effects inflicted by the enemy would show that enchanted item as the source, even when the effect was from a spell and should display the spell name.

GetEffect/RemoveEffects fixEdit

Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. The occurence of this bug was rare enough not to affect most mods, but did affect using these commands on the Detect Enchantment effect.

CellChanged fixEdit

Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door.

This problem was caused by interaction between cell loading and the script engine. The CellChanged flag is set immediately after teleportation, while the list of scripts to execute are set at the start of a loop. If the cell is changed in the middle of a script, the rest of the scripts from the initial cell have to finish executing. CellChanged would be reset before the scripts in the destination cell could see it. Note that global and local scripts execute separately, and the bug would only happen if the teleport and cell change script were in the same category.

Barter gold reset fixEdit

Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. Previously, gold paid for repairs or other services would go into the merchant's gold pool, then get reset and disappear, if you used the repair service before you bartered.

MoveWorld Z fixEdit

Also fixes a problem with the script command MoveWorld, where it behaved incorrectly and inconsistently in the Z direction. It was using delta time incorrectly, adding to the movement speed instead of scaling it to match the framerate.

Safe dispose corpseEdit

Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. This fix prevents a corpse from being disposed until all game mechanics on the actor are resolved.

Fixes quest issues triggering OnMurder and OnDeath flags, and clean expiry of some spell effects.

Shield hit location fixEdit

When an actor is hit, a random piece of their armor is selected to take durability damage. After damage is taken, the respective armor skill is progressed. One of the armor locations is the shield slot, with a 10% chance of selection.

If a full set of armor is equipped except for a shield, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits aimed toward the shield location when no shield is equipped; it will randomly select the left pauldron or cuirass location instead.

Mouse cursor movement fixEdit

When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This can be annoying if using the inventory often. This option restricts cursor movement to when a menu is visible.

Sneaking boots penalty fixEdit

The game takes into account the weight of the player's boots when making a sneak check, but only checks the weight of shoes (clothing) worn and not any kind of boots (armor). Boots had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well.

The default penalty is the sneak roll is reduced by the weight of the shoes or boots. e.g. Chitin Boots (weight 6.0) reduces your sneak skill by 6 points. The penalty multiplier is controlled by the GMST fSneakBootMult.

GetWeaponType fixEdit

When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. With this fix, GetWeaponType returns -2 for lockpicks and -3 for probes.

Probe quality fixEdit

There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe.

RemoveItem weight fixEdit

The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This could lead to encumbrance errors if a script did not set the quantity correctly. This fixes RemoveItem and Drop commands to reduce encumbrance correctly.

Bow sound glitch fixEdit

Solves weapon sounds triggering multiple times when firing bows and crossbows. The bow and crossbow drawing and arrow release sounds could trigger multiple times if the player moved just after either sound plays. This is more obvious in third person, where just rotating the view could trigger the problem.

The problem was caused by a bug in the animation audio cue system when changing from a combined movement animation and weapon animation back to only a weapon animation.

Fix reading vars from a global scriptEdit

Allows scripts to read the local variables of any running global script. Previously, the engine allowed reading local variables from scripts only through a reference with a script attached. Writing to local variables in any global script has always been possible.

This fix allows mods to share 32-bit long variables through a global script, which are not subject to floating point rounding like normal global variables are.

Multiple summons overlap fixEdit

When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. Their AI would also move and act identically for a while, reinforcing the idea that only one creature appeared. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location.

Better haggle fixEdit

Normally, holding the mouse button down on the barter menu [+] and [-] buttons should cause the haggle amount to continue increasing or decreasing while the button is held down. It used to stop working if the framerate was above 50 fps due to rounding problems in the haggling rate limiter. It now works at any framerate.

Menu mode world interaction fixEdit

While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. All other non-inventory menus do not allow this. Performing crafting actions while an item was attached to the cursor could cause inventory glitches, such as the picked up item becoming unusable. To avoid these inventory problems, this fix prevents picking up items from the world while in crafting menus.

NPC rank change fixEdit

Makes the game save changes to an NPC's faction rank when it is modified by the RaiseRank and LowerRank script commands. There are a few quests where these commands are used.

Load warning crash fixEdit

Prevents crashes if space is pressed at the moment a load warning messagebox appears.

The game tried to put the warning message on top of other windows, but if you pressed space to select an option the message was deleted leading to a crash.

Namespaces — A Comparative AnalysisEdit

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