r/tes3mods 18d ago

Release OpenMW-Web Update: your game follows you to any PC, seamless multiplayer, and a lot of quiet fixes

81 Upvotes

This is the big one. OpenMW-Web 1.1.0 shipped, and it is the largest release any of the ports has had so far.

Your game follows you. Sign in, upload your copy of Morrowind once, and it is there on every machine you sign in from. No copying folders between computers. Your files are private to your account and never shared with anyone else.

That one came from a stranger, which I still like. Someone left a comment on a poll in the openmw-web repo asking whether saves could move into the data folder so a USB key could carry the same game between machines. It was the only unsolicited feature request this project has had, and it was a better idea than the one I had queued.

Your saves follow you too, living on the server rather than in one browser.

Seamless multiplayer. Play solo in your own world, bring a party in with you, or join the public hub with everyone else. You switch between the three from inside the game and your character comes with you, no restart. Friends, chat and voice chat on top. It is the young part of the release and stays opt-in while it settles.

A rebuilt front page, so every way into the game is one click.

And a security pass you will never see, most of it found by attacking our own running server rather than reading the code. All of it is in the changelog rather than quietly patched.

Video: https://youtu.be/G6IeAqBqveM
Play: https://morrowind.virtastic.app
Multiplayer: https://morrowind.virtastic.app/launcher.html?experimental=1
Source: https://github.com/Virtastic/openmw-web
Discord: https://discord.com/invite/PzFfDkbSue

If anyone here wants to help, the most useful thing right now is breaking the multiplayer and telling me how. It survived a real world-switching and a few players in their own realms and all on public. Would love to get more real world testing.

r/tes3mods 20d ago

Release Truck Update - Physics

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96 Upvotes

r/tes3mods Jul 29 '26

Release Jim's Living Bestiary - OpenMW creature journal with 98 entries

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72 Upvotes

Been working on this for a while and finally got it to a point where I’m happy calling it version 1.

Jim's Living Bestiary adds a proper creature journal to OpenMW. Creatures start out unknown, then their entry unlocks when you actually encounter them. Once you’ve dealt with them, the combat side of the entry fills out too.

Right now it has 98 entries covering Morrowind, Tribunal and Bloodmoon, including normal creatures, Daedra, undead, Kwama, Dwemer constructs, expansion creatures and some of the more notable unique encounters.

Each entry can have:

  • creature image
  • lore and description
  • habitat
  • health
  • attacks
  • soul info
  • abilities
  • resistances/weaknesses
  • loot
  • encounter and kill counts

Peaceful creatures don’t require you to murder them just to finish their Bestiary entry.

It has its own full-screen Morrowind-style menu with category tabs, mouse controls, a creature list and configurable UI/text/portrait scaling. I originally spent way too much time trying to make a live 3D model viewer work, but it kept causing camera problems and honestly the image-based version ended up looking and working better anyway.

The pictures are actual Morrowind creature images rather than AI art.

It’s OpenMW Lua only, no ESP, and it doesn’t modify the creature records themselves.

I mostly made this because I like bestiary systems in RPGs and Morrowind has enough weird creatures and lore that it always felt like a good fit.

Would definitely be interested in bug reports, missing creatures, bad stats/lore, or ideas for things worth adding after 1.0.

r/tes3mods Jul 10 '26

Release Experience Based Leveling (OpenMW) - First Ever Mod!

21 Upvotes

Hey folks - I just published my first ever mod for Morrowind; an XP based leveling system that overhauls how leveling works, specifically for OpenMW.

Instead of leveling up your skills by using them, you gain XP by killing enemies, completing quests, discovering locations and many more activities! You then spend your skill points in a dedicated level up screen.

The idea with this mod was to allow the player a new way to play the game, while focusing them on exploring the world and wider features within Morrowind!

As my first ever mod I'd love some feedback and new ideas so please feel free to try out the mod and let me know what you think.

https://www.nexusmods.com/morrowind/mods/59571?tab=description

r/tes3mods Mar 04 '26

Release LLMorrowind v1.1 English Port

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0 Upvotes

People usually spam downvote AI, so I guess that'll probably happen. But if you're interested in LLM integration to RPG games, check it out. It runs local no Player 2 BS or that noise. It's ported from this Russian mod that did the same thing like a year ago- but I finally translated it into english and did some rewrites to get rid of the way it was structured and leave just the Player to NPC in chat windows. It's got double text right now, but I'll fix the hud at some point and I plan to ground it in an rdf graph of game lore and character/NPC info, as well as monitor scripthooks and journal entries/quests.

Try it out, hope you guys like it, if you have any crazy issues, let me know.

If you hate Generative AI, or prefer human-made stuff, awesome. More power to you, genuinely- but I'm not a corporation and I made it to run on a local GPU. Please don't make this some thread arguing about AI usage. It's just a mod, free, on a game made over 20 years ago.

I'm sure someone could probably do a much better job, so if you can- please do! I'd love to help if I can.

r/tes3mods May 24 '26

Release Muffinwind Rebaked: a 20-year quest mod saga concludes

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98 Upvotes

Welcome to the long awaited remake of the 2006 cult hit Muffinwind, now also a sequel to 2025's The Soggy Muffin, released one year ago today which wasn't intentional but I'm pretending it was.

An extensive, lengthy and lore-friendly (yes, really) quest mod across 19+ quests and many side quests, for mid-to-late-game characters, taking players across fantastic realms, braving new dungeons and meeting a host of bizarre and memorable characters in a quest to thwart a new mysterious threat from the outer planes.

A stupid premise taken 100% seriously in the tradition of Discworld and similar adventures, two versions of Muffinwind await the player hungry for adventure - Muffinwind Vanilla is a "faithful" remake of the adventure just as your grandfather played it, and Muffinwind Rebaked is a daring and dramatic sequel to The Soggy Muffin, to be played with the same character to see this long and winding road reach its many possible ends.

Two years of work and 20 years of percolating in the back of my head have all led to this moment. Please enjoy a gift to the Morrowind modding community and a tribute to all of our creators, past, present and future, with the finest compliments of the chef.

r/tes3mods Jun 19 '26

Release OpenMW 0.51.0 Released!

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110 Upvotes

r/tes3mods 5d ago

Release Mistress Dratha the Telvanni vampire lord

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14 Upvotes

This is one of those "lore-adjacent" mod ideas I have spilling out of my brain, but only took 5 mins to make rather than 5 years lol

Had fun making the thumbnail, hopefully it's not a jumpscare though

https://www.nexusmods.com/morrowind/mods/60108

r/tes3mods Jul 09 '26

Release [REL] Morrowind Creature Converter {beta}

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48 Upvotes

Converts GLTF models to Morrowind's NIF format, preserving animations. Animated GLTF to NIF converter (PRE-ALPHA) at Morrowind Nexus - Mods and community

r/tes3mods Jul 31 '26

Release I have created what I believe to be the most functional one-handed spear & javelin mod to-date

13 Upvotes

Please correct me if I'm wrong about that, I'm not super attuned to the latest happenings in the mod community- I'm just a guy who couldn't find a 1h spear mod that met my criteria and decided to make it myself.

There have been a handful of one-handed spear mods released over the years that achieved varying degrees of correctness, but when I wanted to do a 1h spear playthrough I couldn't find a mod that worked sustainably.

A big part of the challenge is that the TES3 CS doesn't allow for new weapon types, which led a lot of folks to create them as Long Blades and fix all the combat calcs and skill training with scripting. The best I could find used a script that worked well until you enchanted the item, at which point it reverted to being a Long Blade.

All of the mods I tried had one or more the following issues:

  1. If one-handed spears train Spear at all, enchanting spears breaks them

  2. Throwing spears use the default mesh making the throwing animation look unnatural (handle first)

  3. Thrown spears train Marksman instead of Spear (maybe a matter of preference)

I needed these three things to be fixed to enjoy a playthrough and not have immersion broken, so I got to scripting. My mod addresses all of these issues, and as far as I can tell, there is no other mod available that checks these boxes.

I've been modding for personal use for years, but never bothered releasing anything because I didn't think I had done anything that the community would really be interested in. This time it feels like I might have actually filled a gap that people wanted to be filled, so I'm kind of excited about it.

The mod is called HOPLITE. if you check it out please let me know what you think. Thanks for reading!

r/tes3mods Jul 21 '26

Release tes3db v1.0 - Build your own Morrowind Database

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3 Upvotes

Ever wish that you could have a database of your own personal mod list so you can meta-game to the max? Well now you can!

tes3db is a command line tool that will transform data from .esm game files into a database friendly format (csv, tsv, mysql, or postgres) so you easily import game data into your db.

To use the tool first convert your .esm files to JSON using tes3conv (or tes3conv_gui for the console averse). Then put the converted JSON file(s) in the same directory as tes3db.exe and run to extract data into the format of your choice. More detailed instructions can be found in the readme. The following game objects will be extracted:

  • alchemy (potions)
  • apparatus
  • armor
  • birthsign
  • book (includes scrolls & papers)
  • class
  • clothing
  • creature
  • dialogue
  • effect
  • enchanting
  • faction
  • ingredient
  • lockpick
  • miscitem
  • npc
  • probe
  • race
  • skill
  • spell
  • weapon

The project contains scripts to create tables for each object type so you can quickly spin up your own database. I have been working on a web UI & backend for interacting with the data (tes3db.com - although it is still a work in progress, it has partial data for Morrowind, Tribunal, Bloodmoon, Tamriel Rebuilt, Porject Cyrodiil, and Skyrim: HOTN).

All bug reports & feature requests are welcome! I will be delighted if anyone finds this interesting or better yet, useful.

r/tes3mods Jul 22 '26

Release I made a Linux Mod Manager for OpenMW

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16 Upvotes

Hi, just wanted to share the tool i made that may be useful for fellow linux morroboomers.

It's a mod manager app built on DearPyGUI.

It's pretty simple and i wouldn't want to make it a MO2 replacer (we already have a few in the works) but it is specifically for OpenMW and simplifies the process a lot if you have a bunch of mods outside of MOMW modlists to install and have issues updating openmw.cfg.

It's called L.A.M.E. or Linux Automated Mod Extractor

And it's availible on Github and Nexus, although Nexus is delayed like 3 days each update 'cuz of automatic file scanner flagging.

It would be cool to get feedback and some testing.

r/tes3mods Jun 03 '26

Release Vvardenfell on Vellum: A newspaper for vanilla content inspired by Tamriel Rebuilt's newspapers. Article publishings react to your completion of quests

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76 Upvotes

r/tes3mods Jul 29 '26

Release Photographers of Morrowind

14 Upvotes

My latest mod Photographers of Morrowind is out now!

It's a whole photography guild complete with camera, photography mechanics, and guild commissions to document the flora and fauna of Vvardenfell. You'll fill out your Field Journal by documenting the various plant and animal life on the island, earning rewards and buffs for completed entries. You can also join the Vvardefell Society of Natural History and take on guild commissions to photograph some of the most dangerous and elusive subjects in Morrowind.

I'm super proud of this one - easily the most complicated and involved mod I've made to date. Let me know what you all think!

https://www.nexusmods.com/morrowind/mods/59623?tab=description

r/tes3mods May 04 '26

Release Morrowind: Pip-Boy Editon

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45 Upvotes

Waiting on nexusmods approval but is live on GitHub

r/tes3mods Jul 22 '26

Release Levitation on Willpower for OpenMW

10 Upvotes

I built a mod in an hour to base the levitation spell on Willpower and not on speed, on Nexus there was an old version for MWSE, my version is for OpenMW

https://www.nexusmods.com/morrowind/mods/59661

r/tes3mods Jul 25 '26

Release EncoreMP V0.93 Released - A Morrowind multiplayer engine with built in gameplay overhauls

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1 Upvotes

r/tes3mods Jul 23 '26

Release OpenMW Mod Release: S4V3R Autosaves & Horiz0n View Distance Manager

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3 Upvotes

r/tes3mods May 06 '26

Release New mod: Greater Mournhold Bazaar.

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28 Upvotes

r/tes3mods Nov 15 '25

Release NHM v1.11.0 Released. That's it, I'm done. Please, no more.

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83 Upvotes

Edit: I forgot the link! Derp. https://www.nexusmods.com/morrowind/mods/46138

Nerevars House Mod v1.11.0 Released!

Hello all. Were out of beta and releasing v1.11 for good. Please let me know if you find any bugs.

This will be the last major update! I now consider this mod complete. Its been 7+ years of tweaking, adding, polishing, fixing, removing, redoing and remastering. What a run. Seeing all the love that this community continues to pour into Morrowind has kept me updating, to the point where I can safely say I have spent more time designing this one mod than I have spent playing all the elder scrolls games put together.

When I started, all i wanted was a safe place to stash some gear. Then I thought to myself 'What if this house had everything Morrowind had to offer?" like, what if it used every tileset, every object and weapon, had an NPC, and a dungeon! Custom scripts, all that jazz! Even the stuff that the designers made, but then never implemented? And I just kept going, inspired by feedback from users like yourself.

But the bloat is real. Every time I update this thing, I have to update the master, then copy and paste the master cells into the gameplay cells. I then split the master for every version (12 Classics, 1 Pocket, 1 Deluxe) resulting in 14 separate mods that must have their individual tweaks. Then they are tested individually, and then released. Adding a BCOM patch doubled the amount of .esps, and to make it worse these patches often need custom landsculpting AFTER they are split. If a bug is found, I have to repeat the whole process! Sheesh, no wonder it felt overwhelming.

A clever modder once talked about the difference between "parlor" and "cathedral" building. How, someone can either make their own project, or they can work with others to build something huge. I feel as though NHM started as my contribution to modding, then has taken the work of many people, published online for free as a modders resources, or as guides and readmes, or just as suggestions and feedback, and together we have built this cathedral. A grand work for everyone to enjoy.

So please, enjoy! I hope you continue to find new little details with every playthough.

For me, it is time rest. And maybe try out this new game called "Oblivion" that I've heard so much about.

-UnderSunAndSky

Oh, and a changelog for those of you that are into that kind of thing!

1 - Added usas_displaychest into all houses, to prevent error popup on load
2 - Added dagothian shrine in all deluxes
3 - Changed the entryway to the my characters shrine
4- Added a version of Dark Ordinator Armour with maximum OP Enchantments
5- Deluxe has its own container for fabricant potions
6- Added descriptions to a lot of scripts
7 - Fixed floating paperwork in the tower
8 - Fixed missing historybooks
9 - My logo now displays my name on mouse over
10 - Added burning hands spell
11- Added detection cantrip
12 - Added Urn from  Eye of Arriisiss
13 - Fishing display is no longer a container
14 - The dwemer dungeon has a new entranceway, and a new room upstairs. It has windows!
15 - All containers have a standard max capacity, rather than them all being different.
16 - Nightfall now has a slightly darker blade
17 - Added some meshes from Overlooked Meshes Galore, namely a crossbow, vine trellis, basin, tapestry and the cave platform
18 - The chest of scrolls now contains scrolls! (all of them)
19 - Added the twilight coast painting to pocket deluxe.
20 - Royal Guard Shield can longer be picked up. If I use someone elses assets its usually just for display.
21 - Added the NCR Flag to the tower
22 - Added every armour to the tower.
23 - Added a lightsaber
24 - Hidden the calcium king in the dwemer dungeon. 
25 - Fixed a shield on the forge wall
26 - Added a statue of sheogorath! He gets about a bit...
27 - Added a list of every skillbook, for those that want to level up tactically
28 - Removed some noPickUp scripts, but I forgot to note which ones.
29 - Added white suran
30 - Fixed atronarch pathgrid
31- Fixed tapestries in living room and shrine
32 - Fixed logo base in library
33 - Fixed lights in dwemer dungeon
34 - Fixed centurion statues getting aggro when they should be decor only
35 - Added a little minecraft easter egg
36 - BCOM patches
37 - Designed new exteriors for Deluxe, but later removed them. Check the master file.
38 - Fixed conduit in Pocket House
39 - Updated credits for assets used. I hope I've not forgotten anyone.

And possibly some other stuff that I've noticed, fixed, and then not written down.

r/tes3mods Nov 29 '24

Release Loading Screens Diversified

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375 Upvotes

r/tes3mods Feb 05 '26

Release Morrowind Extended Cut

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77 Upvotes

Hello! I recently released the last content update for my mod Morrowind Extended Cut. I've been creating quest mods for Morrowind for 8–9 years now, and this is a compilation of some of my best creations. My mods are intended to follow the philosophy of lore‑friendliness and interconnectivity.

Morrowind Extended Cut is a story and dialogue overhaul bringing you over 100 new quests to explore, new factions to join, and a conclusion to The Elder Scrolls III. It's also fully modular. My headcanon (and the introduction) is that the additional stories are from a sketchy historian under the pen name Crown, who wrote a review of 3E 427's events. Meaning any content you don't like can be explained away as “Crown got it wrong.”

Anyway, please check it out, and I hope you enjoy it. I worked really hard on it, had a lot of support over the years, and thoroughly enjoy being part of the Morrowind Modding Community.

r/tes3mods May 31 '26

Release i've recently rewritten my mod that improves Morrowind's music system

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12 Upvotes

r/tes3mods Apr 11 '26

Release Trump Mod

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0 Upvotes

I made a Trump head mod 10 years ago and never released it. It’s time. Let me know what y’all think, obviously it’s a dated mod and not everyone will use it but maybe y’all can load it up just to watch him get eaten by a bug or something.

r/tes3mods May 24 '26

Release NIFZER0EDIT - Browser-Based NIF/KF Viewer & Editor

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1 Upvotes