Arvesa - An Armiger's Tale 1.5.1 — The Elder Scrolls III: Morrowind
Posted: April 5th, 2026, 03:00
Preamble
Yes, I have spent my spare time developing and writing a waifu mod. Alright, it's not a waifu mod, but I enjoy the joke and I have no objections to peoples desire to immerse themselves in idealised fantasy. I'm uploading this here as I know some refuse to use Nexus and it's nice to branch out from a deranged monopoly platform.
I'll spoiler the mods history and intent for those curious.
A short disclaimer. I did not make this mod for deviants who just want some quick self gratification or some other. I made this for other like minded men who felt as I do, who wished to see more than just slop for consumption. I went out of my way to account for player choice, insofar as the ability to agree or disagree with the material presented. It is an RPG and I have no desire to change that. There is no enforced message or some delusional rationale of changing the minds of others. All I wish to do is present concepts, people, and ideas. What you do with that information is entirely your choice. I only state this because a lot of current mods exist as propaganda, there is this entire idea that storytelling in our current age is purely to "change the minds" of others and make "the world better". I resent this notion, and this mod exists as a counter-point to the modern decay.
To be honest, this is the first and last time I attempt a female focused story and a follower mod. It was a challenging writing experience with a lot of fascinating reception, but I want to refocus back onto more masculine specific content, of which I already have another project in the works. My goal was achieved, more or less.
I am still developing the mod, and some elements remain subject to change. If you find anything of poor quality, or other issues in general, comment and tell me.
Main Description
This mod is primarily a follower mod and secondly a faction overhaul for the Buoyant Armigers that has been in on and off development for six years now. It's less light hearted or comedic in comparison to say, Julan, and follows more serious themes of finding ones purpose in the world rather than a coming of age story. It also challenges a few other philosophies and themes that I felt strongly about. It is an exploration into a set of ideals and beliefs with nothing held back, crafted to fit right alongside the games narrative and its own themes and subject matter. Above all, Arvesa is not anyone largely important, she will always be a side character in your own story and is not destined nor inclined to eclipse you. She is stuck in the weave of fate, set upon the wheel, and only the Nerevarine possesses the impetus for change. Above all, it is a sincere attempt at a story, with no allegorical attempts to send a hidden message or plant subversions.
Since dialogue choices are expanded with full fledged conversations, it's safe to say the mod is not purist friendly. It is lore friendly, however, as I do not inject anything beyond what Morrowind covers itself and any gaps of lore I had to fill in was based on what existing material I could find. Check out the information below for a breakdown of the features within the mod.
Mod Features
Main Quest Integration
Arvesa is recruited through the Main Quest and you will organically encounter her when visiting Hasphat for the cube quest. From there, she will have comments on each stage of the MQ plus some of the activities you end up doing. Usually completing a quest in the MQ will warrant a conversation greeting, so make a habit of speaking to her often. Most times these greetings will linger in case you forget but it's not wise to wait too long as progressing any further in the MQ will lock them out due to how the filtering system works.
Personal Questline
Woven alongside the games Main Quest is her personal questline, which features three lengthy quests with custom dungeons, a few scripted sequences, and a good deal of adventure. It unlocks a lot more content for Arvesa and provides a deeper insight into her past and present.
Note: While there is nothing preventing you from delaying these quests, it is optimal to do them all before the Cavern of the Incarnate, purely so that events trigger reliably and it's how I designed them.
For any concerned, there are no locks in this mod. That means that sometimes you can sequence break if you're careless, but at no point will the mod prevent you from doing the Main Quest or any other quest.
"Romance" Path
It's not a classic adventure tale without it. As such, male players looking to get more intimate will get some extra content and a slow burn relationship that relies on the personal questline and MQ progression. It's not some tacked on feature either. Different dialogue lines based on its status, plus two unique scenes specific to this path. It's also entirely walled off if you have no interest and is not forced upon you.
This feature is mainly experimental, I detest the idea of modern romance in games and feel it has nothing to do with our older notions of it. I may end up revisiting it, but for now I can stomach its current iteration.
Expanded Buoyant Armigers
The Buoyant Armigers are greatly expanded in scope and relevancy to the Main Quest. A new location, Sehren, is an old monastery turned fortress nestled in a valley east of Red Mountain. It serves as the central headquarters of the order where new chosen recruits are trained and plans laid out for attacks against Vivec's enemies. It also harbours a few secrets of its own, hidden from the prying eyes of outlanders. Access is initially locked, but Arvesa will eventually bring you there so you can gain entry.
The location is still a work in progress. The NPCs don't have a ton of dialogue topics or conversations yet. I also have plans to implement additional quests and generally breathe more life into it. The follower content is a higher priority, but expect Sehren content right after.
Custom Voicework
Arvesa utilises a custom voice generated via Elevenlabs AI to replace and add in new lines. Only noteworthy greetings, conversation starters, and some idles are voiced. Similar to how a lot of CRPGs operate. I'm not interested in having discussions on the use of AI here, its usage within the mod is strictly voice work and some sound effects. All done via Elevenlabs provided resources and tools.
Expansive Commentary
Arvesa will have some periodic topics she will want to discuss or talk about. In comparison to some follower mods, she doesn't really comment on everything. Arvesa is not a scholar nor a savant and simply does not care about many things beyond the purview of Morrowind. Her focus commentary is on the Main Quest, the Temple, and the Great Houses. Other factions will vary in commentary. Otherwise, it's all based on if she would care to have an opinion, or if it pertains to her biases.
Bloodmoon commentary is already added, with Tribunal in the works.
Choices Have Merit
Arvesa will occasionally react either favourably or negatively depending on specific actions you take in certain quests. This is tracked through hidden globals and you won't be made aware of it, though you can usually infer it based on her reaction. These are used for a later scene in the MQ and will impact your future with Arvesa. These values will be seen in various dialogues. So if you're on poor terms mid-way into the MQ, you'll get more snark or aggressive comments here and there. Be mindful of certain interactions and the choices you have, as they will impact her inevitable conclusion. The guide currently outlines some of this in detail.
Requirements
The hard requirements for the mod are both OAAB_Data and Tamriel Data. They are only asset repositories and many other mods use them, so download, install, enable via Openmw launcher or Wyre Mash or some other, and forget.
Downloads
To Do
Reporting Bugs
To report any bugs, just comment here and yell at me.
Credits
Yes, I have spent my spare time developing and writing a waifu mod. Alright, it's not a waifu mod, but I enjoy the joke and I have no objections to peoples desire to immerse themselves in idealised fantasy. I'm uploading this here as I know some refuse to use Nexus and it's nice to branch out from a deranged monopoly platform.
I'll spoiler the mods history and intent for those curious.
► Show Spoiler
To be honest, this is the first and last time I attempt a female focused story and a follower mod. It was a challenging writing experience with a lot of fascinating reception, but I want to refocus back onto more masculine specific content, of which I already have another project in the works. My goal was achieved, more or less.
I am still developing the mod, and some elements remain subject to change. If you find anything of poor quality, or other issues in general, comment and tell me.
Main Description
This mod is primarily a follower mod and secondly a faction overhaul for the Buoyant Armigers that has been in on and off development for six years now. It's less light hearted or comedic in comparison to say, Julan, and follows more serious themes of finding ones purpose in the world rather than a coming of age story. It also challenges a few other philosophies and themes that I felt strongly about. It is an exploration into a set of ideals and beliefs with nothing held back, crafted to fit right alongside the games narrative and its own themes and subject matter. Above all, Arvesa is not anyone largely important, she will always be a side character in your own story and is not destined nor inclined to eclipse you. She is stuck in the weave of fate, set upon the wheel, and only the Nerevarine possesses the impetus for change. Above all, it is a sincere attempt at a story, with no allegorical attempts to send a hidden message or plant subversions.
Since dialogue choices are expanded with full fledged conversations, it's safe to say the mod is not purist friendly. It is lore friendly, however, as I do not inject anything beyond what Morrowind covers itself and any gaps of lore I had to fill in was based on what existing material I could find. Check out the information below for a breakdown of the features within the mod.
Mod Features
Main Quest Integration
Arvesa is recruited through the Main Quest and you will organically encounter her when visiting Hasphat for the cube quest. From there, she will have comments on each stage of the MQ plus some of the activities you end up doing. Usually completing a quest in the MQ will warrant a conversation greeting, so make a habit of speaking to her often. Most times these greetings will linger in case you forget but it's not wise to wait too long as progressing any further in the MQ will lock them out due to how the filtering system works.
Personal Questline
Woven alongside the games Main Quest is her personal questline, which features three lengthy quests with custom dungeons, a few scripted sequences, and a good deal of adventure. It unlocks a lot more content for Arvesa and provides a deeper insight into her past and present.
Note: While there is nothing preventing you from delaying these quests, it is optimal to do them all before the Cavern of the Incarnate, purely so that events trigger reliably and it's how I designed them.
For any concerned, there are no locks in this mod. That means that sometimes you can sequence break if you're careless, but at no point will the mod prevent you from doing the Main Quest or any other quest.
"Romance" Path
It's not a classic adventure tale without it. As such, male players looking to get more intimate will get some extra content and a slow burn relationship that relies on the personal questline and MQ progression. It's not some tacked on feature either. Different dialogue lines based on its status, plus two unique scenes specific to this path. It's also entirely walled off if you have no interest and is not forced upon you.
This feature is mainly experimental, I detest the idea of modern romance in games and feel it has nothing to do with our older notions of it. I may end up revisiting it, but for now I can stomach its current iteration.
Expanded Buoyant Armigers
The Buoyant Armigers are greatly expanded in scope and relevancy to the Main Quest. A new location, Sehren, is an old monastery turned fortress nestled in a valley east of Red Mountain. It serves as the central headquarters of the order where new chosen recruits are trained and plans laid out for attacks against Vivec's enemies. It also harbours a few secrets of its own, hidden from the prying eyes of outlanders. Access is initially locked, but Arvesa will eventually bring you there so you can gain entry.
The location is still a work in progress. The NPCs don't have a ton of dialogue topics or conversations yet. I also have plans to implement additional quests and generally breathe more life into it. The follower content is a higher priority, but expect Sehren content right after.
Custom Voicework
Arvesa utilises a custom voice generated via Elevenlabs AI to replace and add in new lines. Only noteworthy greetings, conversation starters, and some idles are voiced. Similar to how a lot of CRPGs operate. I'm not interested in having discussions on the use of AI here, its usage within the mod is strictly voice work and some sound effects. All done via Elevenlabs provided resources and tools.
Expansive Commentary
Arvesa will have some periodic topics she will want to discuss or talk about. In comparison to some follower mods, she doesn't really comment on everything. Arvesa is not a scholar nor a savant and simply does not care about many things beyond the purview of Morrowind. Her focus commentary is on the Main Quest, the Temple, and the Great Houses. Other factions will vary in commentary. Otherwise, it's all based on if she would care to have an opinion, or if it pertains to her biases.
Bloodmoon commentary is already added, with Tribunal in the works.
Choices Have Merit
Arvesa will occasionally react either favourably or negatively depending on specific actions you take in certain quests. This is tracked through hidden globals and you won't be made aware of it, though you can usually infer it based on her reaction. These are used for a later scene in the MQ and will impact your future with Arvesa. These values will be seen in various dialogues. So if you're on poor terms mid-way into the MQ, you'll get more snark or aggressive comments here and there. Be mindful of certain interactions and the choices you have, as they will impact her inevitable conclusion. The guide currently outlines some of this in detail.
Requirements
The hard requirements for the mod are both OAAB_Data and Tamriel Data. They are only asset repositories and many other mods use them, so download, install, enable via Openmw launcher or Wyre Mash or some other, and forget.
Downloads
| Files | Version | Type | Description |
|---|---|---|---|
| | 1.5.1 | Main File | Main package, load as low as possible to ensure changes are kept. |
| | 1.4.0 | Optional Add-on | Adds commentary, some quests, and general reactivity to the mod Tamriel Rebuilt. Load after TR. Created by Mitya Skinny on Nexusmods. |
To Do
- Revamp quest segments I made years ago and could be done better.
- Rewrite more older dialogue that I haven't properly reviewed since the last time I wrote it.
- Add in more content related to the Buoyant Armigers and focus on overhauling them as a faction.
Reporting Bugs
To report any bugs, just comment here and yell at me.
Credits
- Additional writing, design, and testing - Mitya Skinny
- OAAB - OAAB Team
- TR Resources - TR Team
- Original Companion Scripts - Kateri
- AI Voiceset - Elevenlabs
- Corprus and Rain & Thunder original sfx - Pixabay
- Mod Banner - A Raven of Many Hats
- Sheogorad Rock Assets - Malbogatra
- RR Series Assets - Colt & RR Team
- Missun Akin Cuirass - Dankedanko
- Cuirass & Armor Edits & Dwemer Scrap Armor - Ruffin Vangarr
- Arvesa Texture Edits & Heads - Merch_Lis
- Various Assets - RandomPal/Vegetto/Melchior Dahrk
- GDR Assets - Darknut
- Further Script References - Tizzo, AlandroSul