r/tes3mods • • Sep 09 '26

Discussion What are you guys using Astra for?

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43 Upvotes

I found Astra makes it so easy to backport Skyrim and Oblivion assets into OpenMW. It is able to do the whole workflow, from extracting the models, textures, and animations to rescaling them for MW and rigging them to creating your mod to get them in-game.

Is there any other modding use cases for Astra people have had success with? After I finish getting all the assets I want, I'm gonna let it take a stab at trying to make new dungeons or new quests on its own. I could definitely see it working as an infinite quest generator with the right prompts.

r/tes3mods • • Jun 15 '26

Discussion Is OpenMW the only real way to play new mods nowadays?

13 Upvotes

Hi, I'm getting back into modding after a decent gap in time. I'm mainly familiar with mods that have required MWSE and I've never tried OpenMW before.

I want to try some of the new mods the community has developed, but most of what I've seen seem to be OpenMW only. Is this effectively the new standard for modded Morrowind? Is there any reason to use MWSE anymore?

r/tes3mods • • Aug 22 '26

Discussion Tamriel Rebuilt 26.XX Release Notes - "Poison Song"

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158 Upvotes

r/tes3mods • • Nov 26 '25

Discussion For more than twenty years, dedicated volunteers have continued developing the Elder Scrolls game Morrowind — building a vast, handcrafted alternative to the corporate, profit-driven world of gaming.

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488 Upvotes

r/tes3mods • • 14d ago

Discussion 400 000 mod downloads in a single day! NEW ALL TIME RECORD!

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111 Upvotes

This is more than even when the Oblivion remaster launched (which was the previous all time record) with 374 000.

Any idea what caused this?

r/tes3mods • • Aug 31 '26

Discussion So after a couple days whats the verdict on Poison Song Compatibility? Does the new Tamriel Data break anything major other than PT?

7 Upvotes

Can you safely install it without much worry? Or is waiting a month for bug fixes and updates to other mods a good idea for those with lots of mods?

r/tes3mods • • Apr 25 '26

Discussion N'Garde block and weapon parry system.

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81 Upvotes

This mod released a few days ago. Has anybody tried it? Did you like it? How well does it work with other combat overhaul mods?

r/tes3mods • • 6d ago

Discussion How hard would it be to make a mod where Ashlander dialogue is all in Daedric font until you get your speechcraft to a certain level?

17 Upvotes

In order to mimic your character learning the language somewhat.

r/tes3mods • • Apr 16 '26

Discussion MET vs Intelligent Textures

10 Upvotes

Currently lightly modding Morrowind (MSE), with a few vanilla friendly mods like BCoM, a couple of QOL mods and a deciding on a single texture mod.

Anyone have experience, comparisons or any thoughts on Morrowind Enhanced Textures and Intelligent Textures?

I was leaning towards IT but looking at some recent images it looks like a more cartoonish look compared to vanilla and unsure if this is a recent change from the original mod as the only old comparisons I could find had very little difference between the two.

Any 2 cents would be appreciated, cheers.

r/tes3mods • • Jun 20 '26

Discussion Starting modding

6 Upvotes

So I’ve been modding quite a while, but never Morrowind, well once I did but I don’t recall a lot. I’ve created around 50 mods, so probably end up actually developing few mods in the process.

I take OpenMW is way to go? Is there any modding guide which would give me solid foundation, kind of set of core mods until I get lost with sea of mods :) I also want complete the game since I never did 😬 I probably want to first set of qol and ui mods in place and then figure out other stuff :)

Any feedback appreciated.

r/tes3mods • • Sep 01 '26

Discussion Should you recommend starting Poison Song after main game?

10 Upvotes

Hello everyone!

I have completed Morrowinds maind story and variety of factions twice and this time I thought to start Tamriel Rebuilt. As I saw people before, suggested starting from firewatch. Should I consider staring from newest content?

If you can suggets rough order of locations I should completed I would really appreciate!

r/tes3mods • • Sep 12 '26

Discussion Cast When Struck Balancing

3 Upvotes

I am working on a mod to that adds Cast When Struck to the casting condition options for spells and enchants.

So far I have it being roughly 2x the cost of a normal cast when strikes style effect.

I also added a Damage Threshold % slider that uses your full health to calculate the minimum damage needed to trigger the effect.

This is further gated by a second slider called Effect Chance.

So if you take the % damage the game will then roll for a % to actually cast the effect.

The idea is a higher damage threshold reduces the cost of the spell as you need to take more damage for it to do its chance check.

And of course the lower you make the chance you further reduce the cost change.

These two sliders determine if the spell effects take effect. They are not a per spell effect slider.

I am trying to properly balance it as right now you can literally make a absorb health effect and most enemies will basically kill themselves while you stand there.

I was thinking about making its cost more akin to constant effects with respect to the % chance sliders and damage threshold.

Its really interesting as a spell effect but its also amazingly overpowered especially if its not being used on an armor or weapon piece because those break.

r/tes3mods • • Aug 22 '26

Discussion Can I use vortex for mod management or is there a better way?

7 Upvotes

r/tes3mods • • Mar 09 '26

Discussion Does anyone with modding knowledge know how to combine these vanilla hair cuts together?

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49 Upvotes

As the title suggests, does anyone know how to combine the mohawk haircut with the earrings haircut?

r/tes3mods • • May 07 '26

Discussion Ahhhh.... Looking for quest mods.

13 Upvotes

So I'm making this absolutely huge mod list. I want to include as much modded quest content as possible.

So far I have a lot:

TR & PT & SHOTN
Morrowind Extended Cut & other mods by the same author like Rise of the Tribe Unmourned.
Join the Dissident Priest.
Juniper Brothers Twin Lamps
Doors of Oblivion
The Garden of Dreams.
Vaemora
Immersive Maddness
Bloodwind
Caldera Priory
The Fire of Orcs
Under Masser's Gaze
Beyond the Firmament
Aether Pirates Discovery
The Old Lie
The Devil's Doorstop
The Legend of Chemau
Strange Sands
The Last Leap
Frozen In Time
The Manifold Spires
Into the Abyss
Havish
Wyrmhaven
Death and Taxes
Wishmaster
Sanguine Rose
Dawnbreaker - Lady of Light
Baal Dun
Salt Gems of Bensamsi
Morag Tong Polished
Ebonheart Underworks.
Affresh

Ect.......

I want to cram as much quest content into this modpack. I'm at 2500 quest so far and counting.

So.... I need recommendations for quest that flew under the radar. Stuff that you would recommend. Lore accurate as possible.

I also seem to have lost a mod. It was a cult in Anvil that you could join full of misfits IIRC. I can't find it anymore. Unless i dreamed it. But yeah.

What are your suggestions?

Edit: Changed 2500 mods to 2500 quest*

r/tes3mods • • Jul 10 '26

Discussion Path of the Incarnate Modpack. Which mod is making it so that you can't read owned books without the owners permission?

3 Upvotes

So in this mod pack, you are unable to read owned books in houses, guilds and anywhere else. When you click on them you get a message like 'A receipt for this book with the name "Name" on it fell out, you should get the owner's permission/gain their trust before reading' or other variations like that. I'm trying to figure out which mod caused that change so I can read up on how it works, because even raising that npc's disposition doesn't seem to allow me to read it.

r/tes3mods • • Jun 15 '18

Discussion tes3mp

19 Upvotes

yep, i should not being posting this here, i do apologize for that btw. Basically some conflict happened between a server owner and one of the mod's lead developers, and said developer banned the server owner's server (at least from the list of main server) and now they are going FULL WITCH HUNT to anyone who might disagree with the server banishment.

it's funny in a sad way, it really is. You see, one of the main accusations thrown toward the server owner was that he basically banned people for expressing their opinions, aaaand i suppose the staff has being ordered to ironically go full hittler on everyone that disagrees with them.

At this point I am currently posting this here because hopefully the staff doesn't command here as well.

and as a god once said:

" But, nonetheless, I'm afraid I find it all very, very sad that it should end this way, something that began in such glory and noble promise."

r/tes3mods • • Jun 14 '26

Discussion Is there a mod that turns the Moon-and-Star ring into a deadly curse?

11 Upvotes

According to lore, if anyone other than the Player Character wears the Moon-and-Star, they automatically die.

Would be nice if there's a mod that makes that happen, like if you let your companion equip it, instant death to them, and if you sell it to someone, and they equip it, instant death to them.

r/tes3mods • • Jun 11 '25

Discussion What money sink mods would you enjoy?

32 Upvotes

I want to make one or more mods that act as immersive and enjoyable money sinks. It's easy to make a lot of money in Morrowind, and I want something to spend it on.

So, what money sinks would you enjoy using? Some vague categories I have thought of are Philanthropy (such as opening an orphanage), ambition (such as funding a political shift) or luxury (just neat things you can buy or access).

The mods should not be investments - they shouldn't be a way to make even more money - we have enough of that already! I'm personally not interested in making (ordinary) housing - the few decent money sinks that already exist are housing. Though something that includes a house might be fine.

Lastly I'm not an expert modder so I won't be able to make anything ludicrously complex (but others in here might want to do it so go nuts!)

What would you want to play?

r/tes3mods • • Mar 29 '26

Discussion Where can I start the game at in Tamriel rebuilt?

14 Upvotes

I played bass game start up too many times and haven’t explored any of Tamara rebuilt yet. Is there any place on the new lands that I could start a new game from?

r/tes3mods • • Jul 17 '26

Discussion Mod Idea: Azura nudges you to become Nerevarine if you become involved with the Tribunal Temple

0 Upvotes

Maybe she can start with sending us dreams like Dagoth Ur at first, then sending winged twilights with strongly written notes to convince if we've gone too far down the Temple rabbit hole. I don't think she'd tolerate the risk of us forsaking our destiny. Somehow I want a roleplay reason to go visit the Dissident priests with an open mind, and gradually letting go of the Tribunal's dogmas.

r/tes3mods • • Dec 23 '25

Discussion Why the TES leveling system is flawed, and how it might be fixed

10 Upvotes

I've played TES 3-5 countless times, and many thousands of hours. I love this series. If I did not, I would not be writing this manifesto.

While the series has changed significantly, the one part I felt no entry in the series has gotten correctly is leveling. I should preface this piece by saying I am not a game designer, and game design (including mod design) is very hard and time consuming. None of what I say here is intended as an attack on developers anywhere.

In my view, getting this piece right is crucial. Leveling up skills and their character overall is one of the key things every player will be doing - whether a conscious effort or in the background. It is a source of progression both intrinsically and extrinsically rewarding. Levels represent milestones of the player's journey. Levels are an opportunity for player choice, build diversity, exciting rewards and otherwise.

I must preface my arguments by saying this: The Elder Scrolls series is a fantasy game. Not a simulator. Realism should never be used as an argument for game development, outside of simulators. It can absolutely be used as a source of inspiration though - and just because something is realistic does not make it inherently bad game design. But at the end, game-play and game-feel should always be top priority.

What should be the goals of a good leveling system (for the TES series)?

1: Leveling the most efficient way should always be the most fun way

There is a famous saying which still holds true to this day: "Given the opportunity, players will optimize the fun out of a game"

Optimization is not inherently a bad thing. In some games, like Factorio, this can even be itself a rewarding goal. However, optimization is bad when it results in a boring, repetitive, otherwise unrewarding way of playing - one where little thinking or decision making needs to happen.

In order for the game to have any difficulty, some situations are going to require a more experienced character. That means there will always be motivation to get a little stronger - so they can defeat X enemy, complete Y quest, rank up in Z guild. Since the player is always going to have a reason to level up, that process should be enjoyable.

2: Leveling should encourage build diversity

If every build ends up gaining enough experience to be a master as a swordsmen, a thief, a mage and a diplomat all during the same play through...then every character and playthrough ends up feeling the same.

This may be unintuitive, but just like factions - there should be some barriers in place to prevent becoming perfect at everything.

Why?

Being bad at something encourages the player to come up with creative solutions to problems, instead of using the obvious solution. They can't pick the lock, but maybe they can convince the owner to hand the player the key? Maybe they can trick a guard into breaking in? Maybe they can fly up and look for an easier entrance? Maybe they can turn invisible and sneak in while the entrance is open? Or maybe become part of a guild favored by the owner?

It also adds additional areas for characterization and story. Failure, or overcoming adversity are key parts in any good story.

If a player is great at every melee weapon, then there's not a lot of excitement to any one in particular. But what if they can only use daggers? Suddenly they look at the world differently, thinking of every location and type of dagger there are, and how to maximize their effectiveness.

A limited set of skills also sets the player up for unique builds. A build with primarily Sneak, Alteration, and Alchemy is going to handle encounters far differently than one with Heavy Armor, Destruction and Acrobatics.

This also prevents skills from feeling 'stale'. If the player goes a full playthrough without being able to use skill X to solve problems, it's going to feel fresh when they finally don't have that restriction the next time.

One example might be Daggerfall's disadvantages system - which were key skills or situations that character would perform poorly at.

3: Leveling should offer interesting choices

Many players love to spend endless hours in character creators - designing something that is completely and wholly their own. A good leveling system can offer that same kind of creative expression, but repeatedly throughout the journey.

Players want to make choices and feel the consequences of those choices - both good and bad. This may be choices of what skills they will specialize in, this may be choices in perks, this may be choices in prioritizing what they can and cannot compensate for in the early game.

4: Leveling should be rewarding

While I've already talked about the intrinsic reasons why a player may want to level up - I believe unique extrinsic rewards hold a place as well. This can be useful as a discrete goals "I can't wait to get X to Y level so I unlock Z!" that feel more substantial than a single 1% progress towards level 100 in a given skill.

They also can be used as a further opportunity to make builds more diverse, offering abilities that can radically change what options are available to deal with a problem. This is effectively what 'perks' are from Oblivion and Skyrim. While the idea is good, this only works if the rewards are substantial and interesting. No player is going to care about being 10% better at lockpicking, or doing 2.5% more damage. While the effect may be real, it doesn't significantly impact how the player engages with challenges.

As well, this means that the player should feel substantially better at a skill at level 100 than they should at level 1. If they can open every lock just about as easily at the beginning of the game as at level 100...does it feel like progress at all?

5: And the Golden Rule

All of these should hold true from the beginning of the game until the end. If all the interesting choices, rewards, or fun are front-loaded, it can lead to restart-itis and a boring midgame/endgame. If all of those are back-loaded, it can lead to a boring start and a feeling of frustration while waiting for the game to 'get good'.

Now that those goals are covered, how does Morrowind's leveling system fail?

1: Leveling is boring

Spam 1 point telekinesis for 1 second. Spam 1 point of drain fatigue on self. Jump up stairs over and over. Sneak into a corner/circles near some NPCs. Spam 'admire' over and over. Make a mountain full of potions that only need basic buyable ingredients. Or - worst of all of these - just pay gold to get it over with altogether.

None of these are interesting. Some skills avoid this problem more than others (like melee skills) - but overall leveling in Morrowind often feels tedious.

It's easy to say "No one needs to power level! Just let it grow naturally!" - but this only works for some skills. Skills where the player needs to perform the action many times, like hand-to-hand or short blade, generally level quickly. Skills where the player may use actions (click) less frequently like Axe or Blunt will level much more slowly. Some skills need some amount of power leveling in vanilla in order to keep up with the rest of the build's 'natural' pace.

2: It's easy to be a god at everything

The only reason most players don't become level 100 in everything is because it would be tedious and boring to do so with little benefit. If the player has mountains of gold, 100 mercantile and the will to do so - it's not very hard to get level 100 in almost every skill in a short time.

3: Leveling offers limited and boring choices

In vanilla, the only choice afforded to the player is where to distribute their attribute points. While this is a choice, it's a boring one. Each level provides small, percentage buffs to whatever skills they use. While it adds up over time, there's nothing surprising here or any tradeoff to be made. Distributing the points to whatever is appropriate (Strength/endurance for melee builds, Int/Will for Mages, Speed/Agility for Thieves) is almost always the right call - so there's very little to think about or decide.

4: Leveling is only somewhat rewarding

While leveling up is of course useful in Morrowind, it's undermined by a few key problems. The player generally needs nowhere near 100 to deal with most problems - partially due to the effects of gear and tools. The player may only be level 50 security, but with a master lockpick and some patience a level 100 door falls easily enough.

The same is true of melee skills. Once the player gets to the point of hitting enemies reliably, levels end up amounting to small % changes in damage - which is simply not interesting.

How could it be fixed?

In short - it can't be 'fixed'. The only solution I see is ripping it out completely and starting fresh. While many leveling mods try to smooth off the rough edges (GCD, MADD, Skill Evolution + NCG) - ultimately all of them run into the same root problems.

So long as experience is gained on using a skill, there will be a 'most efficient' way to train it - which will be repetitive and tedious.

So long as there's no system for it, players won't be choosing anything - other than what to level at all.

I propose a mod like the following:

  • Inspired by mods like Experience and Kirbonated Character Progression - Experience should be gained by experiencing the content of Morrowind - quests, exploring new locations, clearing dungeons, defeating bosses, ranking up in guilds, etc. Upon level up, points would be awarded that the player could distribute to skills of their choice.

  • Inspired by mods like Requiem and Ordinator - Offer a the player multiple perks at key level thresholds. These perks should be both powerful and interesting to use. A playthrough where the player chooses perk X for skill Y at level 100 should have them thinking constantly about how cool it would have been to take perk Z instead or tried getting another skill to 100 entirely. Perfect balance would not be the goal - but instead to make perks that are interesting and exciting to earn. Unlike those examples, I believe they should be exclusive rather than being able to take them all at once.

  • A system for limiting the number of skills which can reach higher levels. While the exact values could be configurable - an example might be up to three skills can get to level 100, five to 75, nine to 50, etc. This forces the player to make a choice about what skills they want to use. This could easily be done on-the-fly rather than frontloaded at Character Creation. This sort of system would create unique builds and challenges, without being arbitrary about which skills a player can choose to use together.

  • An overhaul to attributes. I propose allowing the player to choose attributes as in vanilla, but with a fixed set of points awarded per level up - with passives upon reaching set thresholds in a given attribute.

  • Limit or even remove training altogether. Training is not an interesting way to level up. It could remain for emergencies, but I would propose a strong limit per level, like later games in the series.

  • Ensure there is not a 'meta' path or must-have skill. For example - in vanilla leveling Mercantile to 100 will make training very cheap, so there's a perverse incentive to level it even if you have no interest in the skill itself.

Now as for whether such a mod will ever be made, who is to say. I'm in-between programming jobs at the moment, and the idea is appealing - but I know full-well I personally lack the experience for something of this size.

I hope you've enjoyed my thoughts. Let me know what you think.

r/tes3mods • • Sep 10 '24

Discussion Currently making a Khajiit head replacer - feedback and possible body options?

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142 Upvotes

r/tes3mods • • Mar 06 '26

Discussion Library ring mod

3 Upvotes

Years ago I had an old mod where you would get an enchanted ring that you could use to teleport to a secret library. I tried doing some digging and couldn’t find it or a reupload anywhere. Does anyone remember this at all and/or know where to find it?

EDIT: u/Geong-Gemynd was able to recognize that I was thinking of Adul’s portable library mod! All I’m able to find is a link to it on his now defunct website. Hopefully one day someone will be able to find it backed up somewhere.

EDIT EDIT: It’s available through the wayback machine for now!

r/tes3mods • • Apr 17 '26

Discussion Are there any dank mods like where I can make my character dance, smoke and ride s skateboard?

7 Upvotes

If not, can somebody make it, or is it difficult to make if I have no modding or programming experience?