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  1. Version 3.1

    421 downloads

    This mod is a collection of travel options which aims to recreate a system similar to what existed in Morrowind. It includes regular travel agent services at the stables, Divine Intervention, Mark & Recall, and Mage Guild Guides. At each major city, there is a travel agent who will offer transportation to other major cities, including a few mod added destinations as well. Their services are relatively cheap and are based on the distance between each stop they service. They are also heavily armed and should you decide to attack them, be prepared for a significant fight. This may also draw in local guards. These agents WILL NOT RESPAWN IF KILLED, so try not to make a mess. A Divine Intervention spell which functions in a similar manner to the one from Morrowind. The only real difference is that it will bring you to one of the chapel interiors instead of dropping you outside. The spell is sold in every chapel and requires Mysticism skill of 50 or higher. Scrolls are available from loot and vendor lists that deal with Journeyman level items. Divine Intervention does not function in Oblivion realms, Shivering Isles, or in a few other select areas where being yanked out might break something. It is also aware of Knights of the Nine and will not transport you to a desecrated chapel during the quest. Mark & Recall spells which function nearly identically to their Morrowind and Daggerfall equivalents. This allows you to set a marker virtually anywhere and recall to it later. The spell does not function within Oblivion realms, Shivering Isles, or a few other select locations that will break something. The spells are sold by Alves Uvenim in Leyawiin since they specialize in Mysticism. Teleportation services are now provided at the Mages Guild. Each city offers a teleportation pad in the public area of the guild which allows transport to every other major city. Ask around while in a guild and you'll be directed to the person in charge of the teleporter. Fees for non-members are 100 Septims. Fees for initiate members of the guild are 25 Septims. Teleportation is free once you have access to the Arcane University. Frostcrag Spire is available as a destination, but is only guaranteed to work with the OFFICIAL DLC. Fast Travel can now be optionally disabled as well through an ini file.
  2. 11 downloads

    I made this mod because I was tired that my player be attacked by Dark Brotherhood assassins wearing full uber armour at low levels. It was fun breaking for me. To keep the challenge interesting, all of them will be wielding enchanted weapons, short blades, and throw the usual ebony darts. -----oOo----- Permissions: No redistribution. This mod must remain exclusive to TES Alliance and Great House Fliggerty. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification. -----oOo----- Description: The player will now be "visited" by differentiated assassins, according to her/his level. From level 1 to 4, the assassins will be wearing a full set of Netch leather armour (cuirass, helmet, greaves, boots, gauntlets and paultrons) and wield a Firebite dagger and one ebony dart. From level 4 to 10, the assassins will be wearing a full set of Netch leather armour (cuirass, helmet, greaves, boots, gauntlets and paultrons) and wield a Iron Spider dagger and one ebony dart. From level 10 to 20, the assassins will be wearing a set of Boiled Netch leather armour (cuirass, helmet) and chitin greaves, boots, gauntlets and paultrons and wield a Wild Viper sword and one ebony dart. From level 20 to 30, the assassins will be wearing a full set of Chitin armour (cuirass, helmet, greaves, boots, gauntlets and paultrons) and wield a Glass Stormblade and one ebony dart. Above level 30, the assassins will be wearing the full set of Dark Brotherhood armour (cuirass, helmet, greaves, boots, gauntlets and paultrons) and wield an Adamantium Viperblade (that I created for the occasion) and one ebony dart. The Adamantium Viperblade I created delivers 5 points of poison during 10 seconds. In addition, each assassin will now carry a Writ of Assassination at the name of the player. Requirements and Installation: Requires Morrowind and Tribunal. As it's just an .esp, unzip the file to your Data Files directory, or use a mod manager. Compatibility: Compatible with OpenMW 0.43.0. Obviously, this mod will not be compatible with other mods that modify the assassins sent after the player (db_assassin1b, db_assassin1, db_assassin2, db_assassin3 and db_assassin4). Mirror: This mod is also available on Morrowind Modding History: Tribunal - Revised Dark Brotherhood Assassins Thanks: To Behesda Game Studios for their marvellous games!
  3. Version v.1 and v.2

    21 downloads

    This mod adds two homes for the player in Balmora and Seyda Neen. Content: lotm_ARoomInTown_v.1 contains only a room at Caius' place in Balmora, lotm_ARoomInTown_v.2 contains both the room at Caius' place in Balmora and an abandoned shack in Seyda Neen. See images and descriptions below. Both versions are compatible with OpenMW 0.43.0. -----oOo----- Permissions: No redistribution. This mod must remain exclusive to TES Alliance and Great House Fliggerty. You are allowed to make changes to this mod to your convenience as long as you do not redistribute it after modification. -----oOo----- 1) The room at Caius Cosades': This room is in Caius Cosades' place, in his cellar. The trap door that gives access to it is locked; Caius Cosades will give the key to the player once he/she has joined the Blades. This room contains: a bed, an end table, a dresser, a shelf, a chest, three food, drinks and ingredients containers, for the player to sleep tight and store his stuff. The place and its containers are safe; in Morrowind nothing respawns nor resets. Images: Oh, I forgot, I put some clothes on Caius; never understood why he was half naked. -----oOo----- 2) The abandoned shack in Seyda Neen: The abandoned shack contains the minimum for the player to spend restful nights at the beginning of the game (the place offers more privacy and comfort than the bedroll in the Census and Excise building). Images: -----oOo----- Mirrors: This mod is also available on Morrowind Modding History: A Room In Town v.1 (contains the room at Caius' home only), A Room In Town v.2. -----oOo----- Thanks: To Behesda Game Studios for their marvellous games!
  4. I have been creating a Morrowind mod for about five months now. All custom meshes, even some new races. I'm at the point now where my new land is about done and I would like to create some personal dialogue. So, what I'm wanting to do is say, when I talk to an NPC, instead of a CLASS, I can talk to them about topic RACE. So for instance, if they were a Dunmer, there would be a topic there on Dunmer and if I clicked it they would talk about it. I also need to know how I would have that topic unlocked "known" when talking to them so that, well, I can utilize it.
  5. New faces and "hairs" for Argonians: 10 "hairs" and 10 faces for female. 19 "hairs" and 10 faces for male. Enjoy!
  6. Sat'hayaa Asnatanaa (Shimmering Palace II) DOWNLOAD Lodgers of Shimmering Palace hate their lord. Learn mystery of old palace lord, discover Shinning Dark pocket sphere. Rule Shimmering palace, build new chambers, rent (or summon) guards, travel with companions, customise your new home, be pried with your achievements in Private Room and more! To start find Altmer named Sillmallirion in The Flowers of Gold in Vivec. Have fun!
  7. Hi everyone. I've been looking for help with a particular mod on various sites, and have emailed and messaged both the mod's original creator as well as a guy who updated the mod, but I haven't heard from them, so I'm giving this wonderful site a try. It's been 14 years since the mod was created and so I may not ever hear from them, but I am really stuck and it's a mod I've fallen in love with, so I'm hoping that maybe someone here has played it and may have an idea on how I can get past this area. The mod is Suran Underworld (version 3) and I'm doing the quest for the Overlord where you go to Sotha Sil's Workshop to get a dagger called Shard. In the first room, there are rising and lowering platforms, a force-field and fabricants that appear over and over. There are two levers high up that I think need to be clicked on, but I fall off of the platforms before I can get near them. I went ahead into the second room just to see what would happen, and there are many platforms with three control panels and you have to choose a number on each one. I'm not sure what the right numbers are, but as I click on them randomly, I "appear" on a different platform and a fabricant pops down for me to kill. I have no idea of what the right numbers are, or what is supposed to happen, and so I'm totally stuck. I've posted on many other sites and have found a short faq about this section of the mod, but it says something about killing a golem. There is no golem here for me to kill, and after using the console codes in this faq, nothing happens in the game world. I hate to give up on this because I honestly haven't fallen in love with a mod like this in years and would SO love to keep going and finish it. So, if anyone has played this and knows what I'm talking about, I would love to have your help. Hints, console codes, anything would be great at this point. Thanks so much in advance for your help, Tracy
  8. I was playing for the first time and went into Fort Darius near Gnisis and then a error along the lines of this comes up. Meshes\a\A_ImperialChain _C_female.NIF" tex not found "TX_A_ImperialChain_F_C.tga I can't get any help online and don't know what to do. I also looked and clearly found these textures in the files but the game just can't find them I suppose
  9. Most likely you'll agree that Morrowind's menus could use sprucing up. So this one is at work on Brighter Menu Buttons, an effort to make those tired old options shine like gold. Have a look-see: This project is possible thanks to Eldarion's tutorial, so credit where it's due. Word is proceeding apace. Several textures have been sharpened, some added to the game, and this one is at work scaling everything up twice its original resolution.
  10. I and my friend both always loved the way the greater soul gem from Morrowind looked like (and to a lesser extent skyrim) and I would like to print them out. However I only have access to / experience with wildfire and creo as far as modeling software goes, and modeling them up in those programs would be a bit of a pain. I was wondering if there was an easy way to convert the objects into printable files .obj or .stl files I figured this would be the place to go. I would normally have spent more time to figure this out before asking such a simple question but my friends birthday is coming up soon and I have been working a ton of overtime recently so I thought I would come to you guys for help.
  11. Hey, I am using this thread to post my TES audio books. I try to voice act soewhat well, and give the carachters in the books somewhat creative voices. Listen, and enjoy... A Tragedy in black:
  12. Gramblosh

    Dressed to kill

    From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    Just about to finish the MQ in Morrowind playing on OpenMW, chose to wear saviors hide, Randagulfs fists and the apostle boots with some orcish stuff,an Indoril shield and a Chitin helmet (for decoration).
  13. Gramblosh

    Trophies

    From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    and I didn't actually get into trouble with them so far
  14. From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    I guess I should call Suran finished. There is a lot of stuff where there was nothing before but still I think it looks not over-cluttered. Most of the stuff is vanilla, only the two medium size boats, the crane and some misc. items were added by dockside clutter, so it works perfectly without. So, sometimes it is better to know when to stop.
  15. From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    Had to make this little collage after visiting Balmora Mages Guild yesterday. The gowns are all from Westly's "Fine Clothier of Tamriel" and are randomly distributed via "Raym's Absolutely Aleatory Accoutrements", so it is never the same but this is really a nice combo, game had a good taste this time
  16. From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    This little mod I made is actually a fork of the Armingers[sic] at Ghostgate mod, it just takes the idea a bit further and ads Buoyant Armigers as well as Ordinators on both sides of Ghostgate as well as on the shrine inside Ghostfence and on the way in between. Both Armigers and Ordinators were taken from levelled lists, so their appearance and gender are random. The Armigers wear at lowest level Chitin armor and carry silver shortblades, the midlevel Armigers wear ivolga's Armiger armor and carry dwemer weapons, while the highest level Armigers wear glass armor and carry ebony weapons. So now there is the Temple's army as well as Lord Vivec's army just as they are present in and represented by both towers of Ghostgate.
  17. From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    A first quick draft I made yesterday for the Ascadia Isles side dock for Vivec, connecting the Hlaalu and the Foreign Quarter of Vivec with the Ascadia Isles via gondolas. The problem is that the longboat wont fit under the bridges, so I figured out this "relay station".
  18. From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    I created this place a bit off the dock for the dockworkers to have their lunch break. Wish I could place some people there, half drunk, playing cards or rolling the dices or something and talking about the sexy dancers or that hot cat behind the bar in the night club on the other edge of the harbor.
  19. From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    Reworked the dock a bit to leave more space for boats to pass by. The railing still has a few gaps, haven't found a matching rope mesh yet and when I scale down the others it gets way too thin. Also added a longboat that had some barrels on board.
  20. Gramblosh

    Dagon Fel Mill

    From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    This cute little mod was translated by a friend a while back and I really love the scenery.
  21. From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    Dren Plantation is strange, they also have this nice stone dock that is right next to some rocks, and ships/boats don't like rocks that much. So I build this wooden dock and added the wooden pilings around the rocks on the other side. Not yet sure if I will add a ship here. Everything is built around the vanilla structures only the underwater landscape had to be altered a bit to make the dock meshes touch the ground.
  22. From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    This was also just the stone dock that is way too high for the boats that can go there, which is the longboat, the ships are too large. It's also used by somebody who likes fishing (and drinking), so there is a stool and this little roof and some stuff in the rowboat.
  23. Gramblosh

    Suran Harbor

    From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    This is a little mod I made these days, yes, right, something I did myself. It ads a little harbor to the town of Suran, nothing fancy, just two longboats and two rowboats plus a bit of clutter (and a third longboat just around the corner in the Ascidia Isles region). I always felt that this spot looked too empty, there is what could be a pier and there is even a red light district but no harbor. I just stole a few ideas from REAPERs mod, namely the lamps and the railing. The guards use NX9s leveled random guards, the longboats use the meshes from the TF longboat replacer mod, that I made pluginless, else it would use the vanilla meshes.
  24. Gramblosh

    Balmora Harbor

    From the album: Gram's screens from Morrowind, Oblivion and Fallout 3

    Another sweet addition by Walled City of Balmora, looks really cool at night.
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