We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
Chat client updated, if you have issues using chat press CTRL + SHIFT + R to force a hard refresh.

Junior Adventurer's Guild: February - The Elder Scrolls III: Morrowind

Participate in a new RPG each month with other members of the HQ
Ignore Topic

What should we play in February?

You can’t vote on this poll. Reason: You must have at least 15 posts to vote in this poll.

Bastard Bonds
1
3%
Darksiders II
1
3%
Final Fantasy XII
0
No votes
Golf Story
1
3%
Knights of The Old Republic II: The Sith Lords
5
16%
Mass Effect 2
5
16%
Ogre Battle 64
2
6%
Realms of Antiquity: The Shattered Crown
6
19%
The Elder Scrolls III: Morrowind
6
19%
Two Worlds II
4
13%
 
Total votes: 31

User avatar
rusty_shackleford
Site Admin
Posts: 45443
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

Tweed wrote: February 9th, 2026, 10:37
Also, was it just me or are there a **** ton more enemies spawning in OpenMW compared to OG?
Mods

Spawns are determined by leveled lists in ESPs
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
User avatar
Tweed
Turtle
Turtle
Posts: 6837
Joined: Feb 2, '23

Geolocation

Adventurer's Guild

Post by Tweed »

rusty_shackleford wrote: February 9th, 2026, 18:12
Tweed wrote: February 9th, 2026, 10:37
Also, was it just me or are there a **** ton more enemies spawning in OpenMW compared to OG?
Mods

Spawns are determined by leveled lists in ESPs
The only thing I ran were the official DLCs and one plugin that puts back the missing medium armor master.
User avatar
DemoGraph
Posts: 2031
Joined: Mar 24, '24

Geolocation

Adventurer's Guild

Post by DemoGraph »

Tweed wrote: February 9th, 2026, 18:24
rusty_shackleford wrote: February 9th, 2026, 18:12
Tweed wrote: February 9th, 2026, 10:37
Also, was it just me or are there a **** ton more enemies spawning in OpenMW compared to OG?
Mods

Spawns are determined by leveled lists in ESPs
The only thing I ran were the official DLCs and one plugin that puts back the missing medium armor master.
You can get mobbed in some places.

Or maybe you got additional dose of hate because you've played furry.
Iren's PbP - Felix
User avatar
Tweed
Turtle
Turtle
Posts: 6837
Joined: Feb 2, '23

Geolocation

Adventurer's Guild

Post by Tweed »

OpenMW retains the issue of NPCs slowly moving off of platforms and across rooms as the cell gets reloaded a lot. It also has the 1.0 bug where asking dreamers about the sixth house over and over pisses them off and makes them attack you.
User avatar
rusty_shackleford
Site Admin
Posts: 45443
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

Tweed wrote: February 10th, 2026, 04:57
OpenMW retains the issue of NPCs slowly moving off of platforms and across rooms as the cell gets reloaded a lot. It also has the 1.0 bug where asking dreamers about the sixth house over and over pisses them off and makes them attack you.
script bugs require script patches, not engine work
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
User avatar
rusty_shackleford
Site Admin
Posts: 45443
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

Tweed wrote: February 9th, 2026, 18:24
rusty_shackleford wrote: February 9th, 2026, 18:12
Tweed wrote: February 9th, 2026, 10:37
Also, was it just me or are there a **** ton more enemies spawning in OpenMW compared to OG?
Mods

Spawns are determined by leveled lists in ESPs
The only thing I ran were the official DLCs and one plugin that puts back the missing medium armor master.
Told you to use this
https://modding-openmw.com/lists/i-heart-vanilla/
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
User avatar
Manny V
Posts: 1638
Joined: Mar 19, '24
Location: Castle Drakenhof, Sylvania

Geolocation

Post by Manny V »

get outta the way ya frickin idiot :mad:

User avatar
rusty_shackleford
Site Admin
Posts: 45443
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

Manny V wrote: February 10th, 2026, 08:50
get outta the way ya frickin idiot :mad:

rusty_shackleford wrote: March 5th, 2024, 07:45
Element wrote: March 5th, 2024, 07:42
WhiteShark wrote: March 5th, 2024, 02:34

Speeder is certainly fast, but putting it on and taking it off is annoying. I got the drop ship spell too, but it doesn't seem to teleport my followers so it's effectively useless.
I've learned to leave followers on the landing dock unless I know where I'm going and know I'll need help in lugging something heavy. Otherwise they just block the path wherever you go, and have a knack for getting between the enemy and your lightsabre
Try enabling the 'NPCs avoid collisions' option?
Image

This also internally enables the 'NPCs give way' option(enabled by default, but requires this option enabled.) So moving into non-moving NPCs should cause them to move out of the way.
rusty_shackleford wrote: March 5th, 2024, 07:55
rusty_shackleford wrote: March 5th, 2024, 07:45
This also internally enables the 'NPCs give way' option(enabled by default, but requires this option enabled.) So moving into non-moving NPCs should cause them to move out of the way.

Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
User avatar
Manny V
Posts: 1638
Joined: Mar 19, '24
Location: Castle Drakenhof, Sylvania

Geolocation

Post by Manny V »

The following foul beasts have now been slain by my fists of fury:
Rat
Kwama Forager
Nix Hound
Cliff Racer (curse ye, o vile one)
Mudcrab
Small Slaughter fish

My dark work has only just begun... :twisted:
User avatar
TKVNC
Posts: 3078
Joined: Feb 25, '24

Geolocation

Adventurer's Guild

Post by TKVNC »

Manny V wrote: February 10th, 2026, 12:55
The following foul beasts have now been slain by my fists of fury:
Rat
Kwama Forager
Nix Hound
Cliff Racer (curse ye, o vile one)
Mudcrab
Small Slaughter fish

My dark work has only just begun... :twisted:
With a spear, I hope?
User avatar
Manny V
Posts: 1638
Joined: Mar 19, '24
Location: Castle Drakenhof, Sylvania

Geolocation

Post by Manny V »

TKVNC wrote: February 10th, 2026, 13:05
Manny V wrote: February 10th, 2026, 12:55
The following foul beasts have now been slain by my fists of fury:
Rat
Kwama Forager
Nix Hound
Cliff Racer (curse ye, o vile one)
Mudcrab
Small Slaughter fish

My dark work has only just begun... :twisted:
With a spear, I hope?
No, with my fists, ya dingus
User avatar
TKVNC
Posts: 3078
Joined: Feb 25, '24

Geolocation

Adventurer's Guild

Post by TKVNC »

Manny V wrote: February 10th, 2026, 13:21
TKVNC wrote: February 10th, 2026, 13:05
Manny V wrote: February 10th, 2026, 12:55
The following foul beasts have now been slain by my fists of fury:
Rat
Kwama Forager
Nix Hound
Cliff Racer (curse ye, o vile one)
Mudcrab
Small Slaughter fish

My dark work has only just begun... :twisted:
With a spear, I hope?
No, with my fists, ya dingus
I can't read, apparently.
User avatar
Manny V
Posts: 1638
Joined: Mar 19, '24
Location: Castle Drakenhof, Sylvania

Geolocation

Post by Manny V »

TKVNC wrote: February 10th, 2026, 13:25
Manny V wrote: February 10th, 2026, 13:21
TKVNC wrote: February 10th, 2026, 13:05


With a spear, I hope?
No, with my fists, ya dingus
I can't read, apparently.
I wouldn't have mentioned it for simply killing em the normal way, killing **** with fisticuffs is a slog lmao (especially when you're not even a class that's meant to use hand-to-hand lol)
User avatar
stormvermin
Posts: 272
Joined: Apr 30, '25

Geolocation

Adventurer's Guild

Post by stormvermin »

Manny V wrote: February 10th, 2026, 13:29
TKVNC wrote: February 10th, 2026, 13:25
Manny V wrote: February 10th, 2026, 13:21


No, with my fists, ya dingus
I can't read, apparently.
I wouldn't have mentioned it for simply killing em the normal way, killing **** with fisticuffs is a slog lmao (especially when you're not even a class that's meant to use hand-to-hand lol)
I was going to use h2h as well but it took way too long to off baddies, even though the actual skill levels quite fast. Switched to short blade and I'm still rping as a drunk muscle mage, just with a shank instead.
User avatar
Oyster Sauce
Site Moderator
Posts: 11290
Joined: Jun 2, '23

Geolocation

Adventurer's Guild

Post by Oyster Sauce »

stormvermin wrote: February 10th, 2026, 14:42
Manny V wrote: February 10th, 2026, 13:29
TKVNC wrote: February 10th, 2026, 13:25


I can't read, apparently.
I wouldn't have mentioned it for simply killing em the normal way, killing **** with fisticuffs is a slog lmao (especially when you're not even a class that's meant to use hand-to-hand lol)
I was going to use h2h as well but it took way too long to off baddies, even though the actual skill levels quite fast. Switched to short blade and I'm still rping as a drunk muscle mage, just with a shank instead.
Hand to hand is broken in Morrowind because it doesn't scale with Strength. There are mods to fix it https://www.nexusmods.com/morrowind/mods/56324
User avatar
stormvermin
Posts: 272
Joined: Apr 30, '25

Geolocation

Adventurer's Guild

Post by stormvermin »

Oyster Sauce wrote: February 10th, 2026, 14:54
stormvermin wrote: February 10th, 2026, 14:42
Manny V wrote: February 10th, 2026, 13:29


I wouldn't have mentioned it for simply killing em the normal way, killing **** with fisticuffs is a slog lmao (especially when you're not even a class that's meant to use hand-to-hand lol)
I was going to use h2h as well but it took way too long to off baddies, even though the actual skill levels quite fast. Switched to short blade and I'm still rping as a drunk muscle mage, just with a shank instead.
Hand to hand is broken in Morrowind because it doesn't scale with Strength. There are mods to fix it https://www.nexusmods.com/morrowind/mods/56324
OpenMW has a built in option to correct it, I just didn't :melt:
User avatar
J1M
Turtle
Turtle
Posts: 5067
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

Almost every weapon I found was a short blade. Fortunately I found a magic long blade in a store. Price was so low it felt like pity.
User avatar
SpellSword
Posts: 1324
Joined: Jun 15, '23

Geolocation

Adventurer's Guild

Post by SpellSword »

I've read that part of Todd Howard's role in the creation of Morrowind was the Imperial Legion questline. So when all the guards endlessly ask you "Where's your uniform?", you know who to thank.
Tweed wrote: February 10th, 2026, 04:57
OpenMW retains the issue of NPCs slowly moving off of platforms and across rooms as the cell gets reloaded a lot. It also has the 1.0 bug where asking dreamers about the sixth house over and over pisses them off and makes them attack you.
I've been encountering that bug as well. The teleporter mage in the Balmora mage's guild slowly moved until she blocked the doorway into the room with the alchemist Khajiit.

The solution I used is to open the console by pressing ~ then type the RA command. RA will reset the position of all NPCs to their defaults. I'm not sure if this will have any negative effects so I'd suggest using it sparingly.
The three evils that humanity faces:
Censorship
Telemetry
DRM
User avatar
stormvermin
Posts: 272
Joined: Apr 30, '25

Geolocation

Adventurer's Guild

Post by stormvermin »

SpellSword wrote: February 10th, 2026, 16:03

Tweed wrote: February 10th, 2026, 04:57
OpenMW retains the issue of NPCs slowly moving off of platforms and across rooms as the cell gets reloaded a lot. It also has the 1.0 bug where asking dreamers about the sixth house over and over pisses them off and makes them attack you.
I've been encountering that bug as well. The teleporter mage in the Balmora mage's guild slowly moved until she blocked the doorway into the room with the alchemist Khajiit.

The solution I used is to open the console by pressing ~ then type the RA command. RA will reset the position of all NPCs to their defaults. I'm not sure if this will have any negative effects so I'd suggest using it sparingly.
Patch for purists supposedly fixes this issue. It's included in the I Heart Vanilla modlist for OpenMW that rusty linked earlier.
User avatar
wndrbr
Turtle
Turtle
Posts: 3572
Joined: Feb 4, '23
Location: Siberia
Gender: Dinosaur

Geolocation

Adventurer's Guild

Post by wndrbr »

Gotta love these modlists. You open the link expecting it to just have a list of mods and a modlist config for some automatic installer. Instead you get a huge instruction that requires you to download this, and that, and this, and that utility, and this toolpack, and also update your OS, and also authorize through Nexus to use your nexus api key, and then you also need to generate a cache file, and then configure and merge all this ****.

I remember installing mods for Morrowind back in the day. It only required to download a zip file, extract it into game's data files, and then check the box in morrowind launcher.

What's going on?

I don't even want to play morrowind anymore.
Last edited by wndrbr on February 11th, 2026, 13:37, edited 1 time in total.
User avatar
DemoGraph
Posts: 2031
Joined: Mar 24, '24

Geolocation

Adventurer's Guild

Post by DemoGraph »

wndrbr wrote: February 11th, 2026, 13:36
Gotta love these modlists. You open the link expecting it to just have a list of mods and a modlist config for some automatic installer. Instead you get a huge instruction that requires you to download this, and that, and this, and that utility, and this toolpack, and also update your OS, and also authorize through Nexus to use your nexus api key, and then you also need to generate a cache file, and then configure and merge all this ****.

I remember installing mods for Morrowind back in the day. It only required to download a zip file, extract it into game's data files, and then check the box in morrowind launcher.

What's going on?

I don't even want to play morrowind anymore.
Just play vanilla. I've reinstalled GOTY and it was all like before.
Iren's PbP - Felix
User avatar
Tangerine
Posts: 3587
Joined: Dec 1, '24

Geolocation

Adventurer's Guild

Post by Tangerine »

DemoGraph wrote: February 11th, 2026, 13:47
wndrbr wrote: February 11th, 2026, 13:36
Gotta love these modlists. You open the link expecting it to just have a list of mods and a modlist config for some automatic installer. Instead you get a huge instruction that requires you to download this, and that, and this, and that utility, and this toolpack, and also update your OS, and also authorize through Nexus to use your nexus api key, and then you also need to generate a cache file, and then configure and merge all this ****.

I remember installing mods for Morrowind back in the day. It only required to download a zip file, extract it into game's data files, and then check the box in morrowind launcher.

What's going on?

I don't even want to play morrowind anymore.
Just play vanilla. I've reinstalled GOTY and it was all like before.
I'm running OpenMW with the official plugins and the purist's bug patch. It's close enough to vanilla while reducing a lot of Bethesda's jank.
User avatar
rusty_shackleford
Site Admin
Posts: 45443
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

openmw even has an automated modlist installer
https://modding-openmw.gitlab.io/umo/
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
User avatar
Finarfin
Connoisseur of Slop
Posts: 5020
Joined: May 20, '24
Location: Tirion upon Túna

Geolocation

Adventurer's Guild

Post by Finarfin »

Still uses Nexus and if you do not have premium you have to click on download for each mod manually.
Steam code: 10514930
My Reviews:
El Matador RECOMMENDED
Dungeons of Sundaria NOT RECOMMENDED
VLADiK BRUTAL
RECOMMENDED
Ultimate Zombie Defense 2 INFORMATIONAL
Deathless: The Hero Quest RECOMMENDED
Door Kickers 2 RECOMMENDED
Folklands INFORMATIONAL
User avatar
rusty_shackleford
Site Admin
Posts: 45443
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

Finarfin wrote: February 11th, 2026, 14:03
Still uses Nexus and if you do not have premium you have to click on download for each mod manually.
@loregamer halp
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
User avatar
TKVNC
Posts: 3078
Joined: Feb 25, '24

Geolocation

Adventurer's Guild

Post by TKVNC »

DemoGraph wrote: February 11th, 2026, 13:47
wndrbr wrote: February 11th, 2026, 13:36
Gotta love these modlists. You open the link expecting it to just have a list of mods and a modlist config for some automatic installer. Instead you get a huge instruction that requires you to download this, and that, and this, and that utility, and this toolpack, and also update your OS, and also authorize through Nexus to use your nexus api key, and then you also need to generate a cache file, and then configure and merge all this ****.

I remember installing mods for Morrowind back in the day. It only required to download a zip file, extract it into game's data files, and then check the box in morrowind launcher.

What's going on?

I don't even want to play morrowind anymore.
Just play vanilla. I've reinstalled GOTY and it was all like before.
The only things that are necessary to install is MWSE, and the Code Patch.

Everything else is optional. I'm not sure if I trust Patch for Purists as feature creep is inevitable, and there's as far as I can tell, no ACTUALLY exhaustive list of its changes.
User avatar
loregamer
Site Moderator
Posts: 5059
Joined: Dec 3, '23

Geolocation

Post by loregamer »

rusty_shackleford wrote: February 11th, 2026, 14:03
Finarfin wrote: February 11th, 2026, 14:03
Still uses Nexus and if you do not have premium you have to click on download for each mod manually.
@loregamer halp
Is open source, want me to fork it?
https://gitlab.com/modding-openmw/umo


EDIT: Can I do that with the license? @rusty_shackleford
Last edited by loregamer on February 11th, 2026, 14:06, edited 1 time in total.
Jingle Jangle Jingle
User avatar
rusty_shackleford
Site Admin
Posts: 45443
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

loregamer wrote: February 11th, 2026, 14:05
rusty_shackleford wrote: February 11th, 2026, 14:03
Finarfin wrote: February 11th, 2026, 14:03
Still uses Nexus and if you do not have premium you have to click on download for each mod manually.
@loregamer halp
Is open source, want me to fork it?
https://gitlab.com/modding-openmw/umo


EDIT: Can I do that with the license? @rusty_shackleford
yea it's just agpl, but how does it differ from the wabberjacker?
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
User avatar
stormvermin
Posts: 272
Joined: Apr 30, '25

Geolocation

Adventurer's Guild

Post by stormvermin »

TKVNC wrote: February 11th, 2026, 14:04
I'm not sure if I trust Patch for Purists as feature creep is inevitable, and there's as far as I can tell, no ACTUALLY exhaustive list of its changes.
There is, it's just buried in the patch notes/version history text files and consists of ten thousand entries along the lines of
BUG Hunter's Wind costs 1 Magicka to cast, making it the only Power to cost Magicka.
FIX Made it cost 0 like the other Powers.
It does categorize the changes/fixes/however you'd like to describe them by type, e.g. creature fixes, script fixes, leveled list fixes, etc. which is appreciated but definitely should be listed on the mod page.
User avatar
loregamer
Site Moderator
Posts: 5059
Joined: Dec 3, '23

Geolocation

Post by loregamer »

rusty_shackleford wrote: February 11th, 2026, 14:10
yea it's just agpl, but how does it differ from the wabberjacker?
Wabbajack Unlocked just has a javascript injection that clicks the button. I'll take a look
Jingle Jangle Jingle