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

    Now this is Day 2 of my Morrowind 2013 adventure. Before continuing to change landscapes and stuff I had to do something about the faces and bodies. For the bodies I use Better Bodies with the Liztail fix (still the best available). Body textures are Westly's for the boys and Cappucines for the girls. The ladys got Devine Domina. All got Better Clothes. Textures are Darknut's. For the faces I used (mainly) Westly's.
  2. Gramblosh

    Day 1 in Morowind

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

    Okay, so this is the first day of my Morrowind 2013 adventure. So far I only applied MGE 3.8 with some basic shaders and distant land, Ultimate Textures 3.0 and Vurt's Groundcovers.
  3. If someone could answer this question, I'd be grateful. How does one install the CS with the Steam version of Morrowind?
  4. I downloaded a set of splash screen resources, yet can't see to add visible text to the background. (I've been using Paint.net.) And is there a way to create a logo that says "Myst" in the same style as the Morrowind one?
  5. I'm trying to play through Morrowind's main quest and have reached a dead end. I have the journal entry saying that Caius has been recalled, as well as the items he's meant to give me, but the quest won't proceed from there. (Tried using the console to set the quest stage, and got a message saying "compiled script not saved.")
  6. I started to mod Morrowind for the first time today, and when I wanted to "NavMesh" the stuff, All I got was 'generate default grid' button... Aren't there more options to it? How to be sure it works with followers? What does 'save user points" and granularity mean?
  7. Heads up, people! While browsing Morrowind Modding History, I came across what might be a gem. It's a utility for generating Morrowind interior cells. 'Tis called GenMod, and I'll put up a link as soon as I can. http://mw.modhistory.com/download-95-5291
  8. Hello, Alliance! I've got a tutorial (thank you Don!) for creating a trader in Morrowind. The only problem is, it blithely tells me to turn off the NPC's 'wander' package without explaining how. Any help?
  9. I wonder if someone might help with this. You see, I've downloaded a modder's resource with no plug-in. It's a set of meshes and textures- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8964 Can someone help me figure out what body parts to assign? Will pay with cookies.
  10. Version 3.1

    434 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.
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