#OpenMW Mod Requests - Check Pins!
1604 messages · Page 2 of 2 (latest)
On the topic of loot clutter: give every type of gem small/med/large size and flawed/regular/perfect quality
maybe that could be an extension of Fresh Loot
That was like a COBL thing from oblivion right
Nerf gem value overall, idk make it feel more special when you find a really good one
My last narsis character had hundreds of sapphires
Good idea for jewelcrafting
And mining 🧐
@tough sigil 👀
Seems that it’s now possible. I’m content with you pinning to be fair though lol
Sadly we’ve not yet had anyone tackle any request as of yet 😅
If I had any power to help you here in the first place it would have been long done
Try @peak heron
such as?
my idea behind the mod was the ability to use spears with a shield, which turned into using any two handed weapon with a shield, and then might as well make the reverse work too
the benefit being more damage or more defense
while also not having to split your weapon skill
Wattup slowchu, yeah I love it. talking about the dynamic damage system StormAtronach was making for mwse. Things like if 2h damage did extra against one creature but less against another, there would be more reasons to switch between weapons and stances
No complaints about the mod, just more options in combat is cool. Rock-paper-scissors kind of choices
Dunno if he expanded that mod, but the core idea was not grip, but attack type efficiency
I know, i just think it would be cool to take things like grip into account when designing a damage system
If 2h does more slashing for example and an enemy is less resistant to that, quickly change grip/weapon on the fly facing multiple enemies to maximize output
Initially I wanted to make that mod too, but after short consideration of how you actually can't properly switch between weapon types without heavy skill investments I scrapped the thing

While it would probably create preference of places you'd want and don't want to visit, I don't think it would work as "switch weapons to deal with different foes" mod unless we get another mod that tries to even out the weapon skills (which would actually be nice on its own)
I was hoping that the perk framework would help with attack type improvements but it doesnt seem like anyone has made any perk packs yet
Yeah
One idea that I had was to boost the skill up to certain threshold based on highest weapon skill or mean weapon skill or both
Now thinking about it, I'm pretty sure Lua allows you to edit skill bonuses without hardcoding buffs. Maybe that could be a thing 🧐
Requiem for openmw when

(changes weapon type skill to match weapon variant skill) IE, Spear will make Longsword the same level when you use a 1H spear variant
you can also apply magical buffs without showing a tooltip
for like +attack bonus
could have sworn I got it to not show up when messing around with GRIP
Not with NCGD/SE and the lua stat window replacer
Write this down, guys :)
If there’s anyone I trust to implement requiem for openmw, it’s you 
I have too much stuff going on right now to do it myself 
Real
I have so much documentation to catch up on 
Tfw the in-game books have better documentation than the git
Which is surprising and a bit annoying but maybe they are just popular for Skyrim since they are the core of the system. There aren't many packs for MSWE, either.
I am once again employed so have very little free time
hence me being awake at 2am
fuck sake this was me last night
and I'm dying now. Wasn't even playing anything was just thinking about playing lying in bed lmao
Immersive HUD where elements appear only when needed. https://www.nexusmods.com/fallout4/mods/20830
It’s in the works 
Alchemy Filtering like
https://www.nexusmods.com/morrowind/mods/58215?tab=description but for OpenMW
Must check but as I remember it wasn't look like in this mod
Wish OpenMW had a cheat menu mod. I use it all the time in OG Morrowind. Great for testing mods or giving yourself quest items you didn't want to part with, after the fact. https://www.nexusmods.com/morrowind/mods/47143

Request:
Some mod that makes guards follow you around when you sct suspicious similar to that skyrim mod with the same name, Basically if you draw out your weapons or try to sneak in cities one guard will just keep following you around for a while until you act normal again
OpenMW mod that overhauls theft. No longer will NPCs forget that you were in their house when all their gems were stolen. Also introduces Trespassing.
haha this is brutal, i would love to have it with Second Chances or Continuo
Also this looks really cool, and possible now with weather being dehardcoded, right?
https://www.nexusmods.com/morrowind/mods/47904
yes
nice
Would go hard with your heartbeat mod
Solthas Blight Weather Pack does sth similar.
Yeah but there's a lot more to Creeping Blight, I like the blight mechanic but its also the rest of the changes to the weather system that make it much more interesting imo
Bruhhh that is crazy work
BY NIRN THE SPELLS ARE BACK IN SWORDS
I LITERALLY JUST SEEN THIS ABOUT TO TEST IT OUT
Pin to remove @tough sigil 🥳
Don't!
Mod request: Camera noise when idle or in dialogue. Also ease in/ease out for conversations? Similar to God of War Ragnarok or this mod:
https://www.nexusmods.com/skyrimspecialedition/mods/77185
Dynamic Actors has you covered for the dialogue stuff
https://www.nexusmods.com/skyrimspecialedition/mods/39426
https://www.nexusmods.com/skyrimspecialedition/mods/42026
Working on bringing these mods to OpenMW, are there any other skyrim mods with similar features I could group into these, or requests ?
How about an option to have skill books give you a flat amount of skill XP? So at low level you could get several level ups but at higher ones you'll only get some progress towards the next level. That way it won't matter at all when you use the skill book
Also, the bonuses to skill gain were a feature in NCGDMW Ultimate Leveling, you could take a look there: https://www.nexusmods.com/morrowind/mods/56389
I was thinking about adding an option for that, we do something similar with cooking recipes and I could just copy over the formula. But there’s a diminishing return so they’re more effective at lower skill levels than higher skill levels
Not sure how NCGD/Skill Evolution handle skill books and I don’t use those mods, not particularly interested in them haha
Xp requirement doesn't scale in vanilla leveling. 100 xp for level 10, 100 xp for level 100 etc
It explicitly doesn't. Except optionally disabling skill gains from them altogether
Gotcha, yeah I think I saw people request a feature like this in skill evolution but my motives are completely unrelated haha
I have a few events being sent to the player for the “Reading is Good” port, ownlyme will be doing some interop with roguelite and MBSP I believe. Want me to do something with merits of service?
Got any ideas?
Regarding skill xp boosts, I feel like it will get out of hand really fast with MoS
Could do a like 0.5% skill gain or something similar anytime you’d normally receive a skill in MoS 🧐 but not sure
Guess you could do that with MBSP or skill evolution though, doesn’t just have to be this mod although it has events for it
I guess it's an option. Will the xp boost be displayed in some kind of UI to keep track of them?
I don't think I'll use it myself, but I'll keep it in mind
Yeah I’ll probably add tooltips to the stat review menu, if anything to track or list the number of books read
Yeah understandable haha it’s not for everyone, it’s mostly for the path of the incarnate modpack
Centralized UI would be the best option, so you won't need to scroll through all your skills one at a time
That’s true I guess, I could add a book or use that new library mod to track which books you’ve already read for the skill boost
Or maybe something like the quicktrain scroll/note ?
Bookworm seems like a logical thing to use. Though I don't know how to feel it being a soft requirement purely because of it
Nah wouldn’t be a requirement, I’d likely have several options
As a loot goblin, I don't really support the additional clutter in my inventory that could randomly just get sold/lost
Immersive? Yes
Convenient? Debatable
They straight up commissioned it? xd
True haha, I was considering to loop it into the kinda intro stuff that Sun’s Dusk does on initialisation
Something like that haha, more of an offer on my end
I think they might also add MoS which would be cool
Maybe I should contact them too. In case they have some feature suggestions for my mods they already use 🤷
Wait, doesn't it scale linearly? https://wiki.openmw.org/index.php?title=Research:Stats_and_Levelling#Skill_progress
They already have a lot of your mods, feel free to check it out https://www.modlists.net/docs/6poti/Release-Notes
Clayby is the mod curator, he’s in this server and lurks around haha
You gain the same xp at low and high levels and the requirement stays the same. The only thing changing is how successful you're at said task (higher hit success rate -> faster leveling)
Mod request: A sound mod for spell effects that adds small variants so it's not always the exact same sound playing over and over. Maybe just pull ones from Skyrim? I think they have variants.
Half my spell effect sounds are from Skyrim but can’t post for legal reasons lmfao
Bummer. I know someone posted a WoW spell sound fx mod.
Hmmmm… I might try my hand at making these sound effects. But I’d need someone like @wet nimbus to script them into the game with Lua spell casting I imagine
You don’t have to do that
You can intercept vanilla sound and play a random spell cast sound
Well of course a little bit of lua involved
But surely not needed to affect whole spell casting
True. But I quite like the idea of still maintaining each School's unique spell casting sound, but with slight variants
Of course, less sound fatigue is always welcome
Sure can do
Added to the never-ending mod idea to do list...
Well, for me, I am actually not a fan of MW's spell sound effects.
They sound similar to 1950s scifi movies SFX and have strange mixes that make them sound tinny without full range EQ like they're on an old AM radio.
This is why I was saying pull from Skyrim's spell SFX or generate one's own.
But that's just me. I'm sure other people love them.
Can’t pull from later games due to copywrite sadly. Yeah MW uses a lot of sounds from this
The General Series 6000 Sound Effects Library (1992)
#210394599246659585 message
I now here the Dwemer creak sound effects everywhere. Watching the 2005 Doctor Who series currently and the inside of the Tardis sounds like a Dwemer ruin to me now lol
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Random mod idea/request: Beast Taming
Press E while looking at an animal for a chance to tame it and turn it into a permanent follower (at least until it dies in the next fight). Could be tied to a custom skill that increases your chances of taming animals or lets you tame multiple ones
Doable
There was something like it in Daggerfall
Or rather there was like 6 linguistic skills for different types of enemies
It could be extended to selling these tamed creatures to designated npcs 🧐
Even further - spawning unique creature in random location in a region for extra gold opportunity (bounty for taming)
Equipment you wear often level up just like you do and agin stats
So this is just a thread for any mod ideas?
More mod requests for OpenMW mods. E.g. "port this mwse or skyrim mod"
Makes sense
Aren't Dunmer supposed to have their own currency like "drams" or something
Anyway, I don't think any of these are possible (yet) in OpenMW but these are some I'd love to see adapted at some point once it is possible
https://www.nexusmods.com/morrowind/mods/52941
https://www.nexusmods.com/morrowind/mods/49799
https://www.nexusmods.com/morrowind/mods/49504
https://www.nexusmods.com/morrowind/mods/47534
https://www.nexusmods.com/morrowind/mods/47672
Replaces the night sky using MWSE with one that changes every month over the course of the game year.
Applies visual effects to both NPCs and the player when damaged by fire, frost, shock, poison, or sun spell effects.
Significantly expands on how blight diseases work, adding new mechanics, interactions, and visuals.
The fourth entry in the Magic Mechanics mod series, this mod is inspired by Fliggerty's Better Telekinesis. Using telekinesis will now propel objects towards you with new VFX instead of immediately pi
Basically the entire MM series that hasn't already been ported to OpenMW tbh
Animated Pickup is there for the telekinesis
True but it would be cool to get the magic effect as well
Possible, but EVERY item mesh would have to have a modification adding a bone to it to allow attach the vfx effect
Ah that sounds like a pain in the ass
It could be done with python script and blender but having whole item database meshes cloned doesn’t seem too feasible
Yeah that doesn’t seem like it would be worth it
I don't see myself using it, but it sill would be cool to have around
Can be unpinned
Already pinned (right at the bottom)
I know that mods similar to this exist (Nerevarine Service Refusal, Go Home!, Sorry We’re Closed, Corprus Service Refusal) but I don’t think I’ve seen one that restricts travel during bad weather.
https://www.nexusmods.com/morrowind/mods/50165?tab=posts
I've always thought this was such a fun mod — I'd really love to be able to use it with OpenMW.
Yeah, it's NPCs 😄
Yeah def doable haha
it would be easier if the author was active
they already have ghostly weapon models
but has "ask permission" on the mod
You could just link to the mod for the assets
Never thought of that but its damn right and legal 🤣
oh
I mean it makes sense but its sort of...
idk
on the other hand, they seem like they have abandoned their nexus profile and mods
last active years and years ago
The right way to do is still add original mod as a requirement and say "needs assets from". Or redo the assets
yeah its not stealing anything and its ensuring full credit goes to op, if you can't contact the mod author then its the best option next to rebuilding from scratch
I’m pretty sure Umbra Blademaster has something like this
Umbra's things are creatures and have unique animations 🧐
Ah gotcha
I'm watching a video that says that the Staff of St Veloth from Tamriel Data turns people into skeletons if you're using MWSE. Is that replicable with OpenMW Lua?
I think it's possible 🤔
Like, copy actor's inventory, position and rotation, disable him and spawn a skeleton in his place
I can't help but think how it may blow up. May need the "doomed world" message, and/or npc blacklist for anything quest related or with relevant mwscripts attached 🧐
you already have NPCRecord/CreatureRecord.mwscript and NPCRecord/CreatureRecord.isEssential
everything else is a fair game as far as Morrowind rules go
attach a timer to the weapon that activates on kill
Then filter, not a blacklist yup
after the NPC falls to the ground. replace it with skeleton and copy inventory over?
I just have this file that migrates from project to project :)
what a grand and intoxicating innocence
Or just allow it and wait for "it broke my game" reports
For some reason I was under an impression it should be a "live" skeleton, disregard what I've said
That's what I was picturing, would be funnier. If they could still be interacted with normally but they're just a skeleton now
Actor Switching System
Plz
how's the backpack mod?
Sun's Dusk has backpacks now
They are the best we have currently and they don't take a pauldron slot
While we're making requests, can we also get a runtime landscape switching system?
Imagine you defeat Dagoth Ur, and then a few weeks later, you notice the Ashlands turned green.
Are you thinking like Seasons of Skyrim ?
Exactly
Have you seen the requirements for that mod or have you created the 4 dyndelods yourself ? Or have you just downloaded a modpack with them already in there
Modpack
Yeah
That mod has at least 4 or 5 mod requirements that all extend scripts to the engine, excluding the work you have to do outside of it for generating the 4 or 5 grass plugins, landscape changes and the dyndelod itself which is always fun
Drat
(Tone: lighthearted, because I know it took the Skyrim community years to get there)
Not including the offsite requirements and the assets/meshes you'd need
I think shaders would probably be easier to work with but would be much more performance heavy
Switch nodes for graphic herbalism are definitely a thing, so I assume seasonal flora would be possible (if a lot of busywork to set up properly, especially to support replacers).
There's a snowy ground shader and seasonal weather up on the Nexus.
But landscape? Yeah.
Shader would probably be the best bet, otherwise any mod touching landscape or adding anything to the landscape (thinking caldera priory) would need 4 additional patches for the seasons
Not to mention BCOM, lol
yeah lmao having to contend with all of that makes it a hard project to take on. but if some magic like that voxel snow shader that was being shown off here a while ago came into play, who knows
Yeah I mean plenty of skyrim mods can be ported (I'm working on a few rn lol) but that's one which uh, is straight up not realistic and would be a nightmare to implement, since doing anything with seasons of skyrim is already a nightmare for people who do their own and don't have it from a modpack, or would require a billion workarounds and patches for morrowind
so you can see its not the first time its been brought up 
Hi, is there any mod that increase the basegame limit of 8 magic effects for player-made spells?
Swift Casting for OpenMW like from Morrowind Code Patch (as close as possible)
In newest dev build, the mod speedy magick (openmw) (https://www.nexusmods.com/morrowind/mods/56747) stop working properly.
Quick Spell Casting (https://www.nexusmods.com/morrowind/mods/52130) looks like still working but some users report problem with mod and in this mod allows to cast spell with hide/ready weapon animations when in MCP it's casting instant (with weapon in hand). Speedy magick (openmw) had much faster spell casting because weapon was hide nearly instant and there was only unsheathe weapon animation.
The best would be exactly like Swift Casting from MCP - a instant spell casting.
Settings options
swift casting with Ready magic button
swift casting with Hotkey
visible weapon in hand when swift casting (like in MCP, if OpenMW wersion would allow to cast with weapon ready)
Is there a chargen randomizer for OpenMW? Is that even possible?
Spawning in the clockwork city 👍
This lets you randomize your stats?
But as far as race/stat/equipment randomizer, not yet
And race and whatnot
Ah damn
Is it not possible yet or has it just not been made yet
Although I guess roguelite kinda lets you do that
Just hasn’t been made, the mod I linked has an API to do anything chargen though so someone could if they wanted to
Think he’ll be working on expanding it once we finish the crafting update
I’m excited for that one
there is now haha https://discord.com/channels/260439894298460160/1482552726293450935
mostly anyway
I saw that haha
https://www.nexusmods.com/morrowind/mods/44615
Customize/randomize your starting attributes, skills, spells, items, companion, faction, and location on Vvardenfell, Solstheim, Mainland Morrowind (TR), Skyrim (SHOTN), or Cyrodiil (PC).
Oh hell yeah
Highly recommend that one
Mod was last updated in 2017... a bit afraid of using such an old chargen mod that was also based on outdated TR and SHOTN versions 😅
I can tell only one thing I had problems with it is one of the random spawns in Vvardenfell which spawns you high in the air. Other than that it works flawlessly
Damn, they added a Tarhiel start!
It's possible that it's incompatibility with my mod list, I haven't checked the bare mod
You pointed that out right, I was actually using the updated version
https://www.nexusmods.com/morrowind/mods/54646
Use the updated version please ^^
A mod that adds more bushes to the game to make https://www.nexusmods.com/morrowind/mods/58424 more useful
Hiding in crates and Urns like metal gear solids cardboard box
S3ctor did it with his "I am basket" mod
Kind of : p
apply vfx of a nearby static container whenever the chameleon affect is activated. it probably wouldn't be the most complicated trick, comparatively. but idk
A little texture overlay on weapons, armour, clothing, and shields showing wear and tear or dirtiness would definitely add to immersion
true, but not possible yet
For the same reason that joy or painting isn’t, right?
It technically is possible but is not the feasible way, since textures can be provided with these edits and swapped I bet but it’s unreasonable amount of work
yeah, I think
The most you can do is put a VFX on the player but since it should go on armor and whatnot yeah just not possible
Even many modern games don't have this btw.
There are a bunch of mods for Skyrim with it
Water/wet and blood and dirt vfx on clothing and weapons
Wait so is Elemental Effects possible in OpenMW Lua?
What do you mean ?
Definitely not
What do you mean?
https://www.nexusmods.com/morrowind/mods/57915
Don’t know if/when there will ever be an API for decals
Window to Aetherius is another one I hope will be possible soonish lmao
Yee different mod
lol
You guys seem to push the boundaries of what’s possible with Lua lmao
Like how you kinda sorta de-hardcoded magic
Yeah and this one just isn’t possible like at all
Tragic
Sucks that Window to Aetherius isn’t possible yet either because it would pair so well with Timehud and holidays and birthdays
I stopped using mods that replaced the sky once I found out the vanilla one has some of the actual birth sign constellations lol
The moons change, why not the sky?
Well, vfx is not my forte, but even though you can't apply a texture directly to the player, like that mod seems to be doing, you can, i think, add a vfx model (mesh) to the player (animation.addVfx )and change the texture property so it displays the proper texture.
https://openmw.readthedocs.io/en/stable/reference/lua-scripting/openmw_animation.html
But maybe i'm wrong....
Idk enough about the game tbh
Same, I only realised the night sky revolves recently when messing with ownlyme's timescale mod. I can imagine why it wouldn't be feasible though. I think telling the texture paths to change at certain times of year is more complicated than it sounds, but m not sure
As far as I know the moons just change sequentially but I don't know about doing that for the sky all year 🤔 maybe something with texture atlases...
But what controls the mind?
Idk I remember bringing it up before and being told it's not possible
Need to consult the sky gurus. there's been a lot of work put in to TES skies over the series. It's interesting how it's changed for each game. Iirc the vanilla night sky in vanilla does a 4 day loop of the main constellations but I have no idea how it works, especially with OpenMW
You can probably investigate it with Skies IV as it's the only sky mesh replacer out there afaik 🤔
heh)
Didn't realize that was the same modder that did WtA. Might actually be the sky guru 🤔
Is there a mod that allows your armor rating to negate a certain portion of spell damage?
No, I don't think so
2026 and MW still has the worst flame of game history.
i know this is months old but seen this? https://www.nexusmods.com/morrowind/mods/55455
As for my idea: Alphabetized skills in the character menu
oh my god.
thank you so much.
I’ll see if I can do that for you
sweet. thx
Possible to do a custom Intervention spell, like this? https://www.nexusmods.com/morrowind/mods/48199
(I want to make my own Daedric Intervention travel network)
check this one out https://www.nexusmods.com/morrowind/mods/58108
I'm not entirely sure; it seems like it's still only for Divine/Almsivi Intervention?
I might be able to do what I want with janky mwscript though now that I think of it -- you equip an amulet, and then there's a menu that pops up about where you want to go and then it takes you there
(basically, I want to add a Vile shrine intervention network for Wishmaster 2.0)
im pretty sure its a custom spell, seperate from the vanilla ones, it think the engine still needs some dehardcoding but this is just a good example of how to do it currently with lua, making custom locations would be relatively small step but it would require some lua knowledge 🤷
sounds awesome
I'll look into it still though; it's a more elegant solution than my mwscript jank and might be a nice first luamancy project. Thanks!
yeah its very nicely done, but whatever gets the job done, right? 😅 if it just works
ship it
im still getting my head around scripting but lua seems like a nice way to do things. its just very .. clean, or something, y'know?
yeah, there's a lot you can do with lua in a much cleaner way than with mwscript. It's just another thing to learn 😢
I do intend to learn it eventually (maybe soon)
I think it's possible to make it (almost?) completely in Lua
you just need to somehow preregister the locations to where you want to teleport (I think it would be both exact cell and position inside the cell) and the rest is just attaching correct heuristic algorithm to correct spell detection
Vanilla intervention spells heuristic is not a nearest first, but some kind of spiral by cell where each potential tp location is the center of its respective cell. I think it even was visualized somewhere on the OpenMW website, since it got changed in one of the latest releases for vanilla parity
Done by me! 😄 Pin can be removed
Looks like this will be sorted by Hyacint's Make A Profit WIP. Pin can be removed
Duplicate pin requesting the same mod, can be removed whilst keeping the other pin for the same mod to be ported
At least from my perspective, Sneak Is Good Now covers this. Pin can be removed.
@tough sigil Some pins can be removed if you could oblige 🙂
Yeah, that's not really XP mod, just a level screen mod. I'm using this that does somewhat same: https://www.nexusmods.com/morrowind/mods/55264
yeah it's not perfect but it's good enough for me. At least i can continually level while just focusing on a few skills if i want.
It does remove some power gaming which is good. But best thing about XP mods, are that they make leveling about questing, discovery and learning, rather than slash slash slash.
Done!
It's an option of Player Stats Counters. I'll upload the current WIP file later today
It'll be here, later tonight https://discord.com/channels/210394599246659585/1485757959391936623
Beautiful
Hello, just dropping this idea...
I was thinking about a mod that adds a meaningful economic challenge to the player's progression, specifically making guild membership feel like a real commitment rather than a free power-up.
We already have the "Pay Taxes in Morrowind" mod, but it feels unimmersive because the taxes aren't tied to anything meaningful, they just... exist.
Core Concept:
Make guild membership have actual recurring costs. Historically, guilds required dues from their members to fund operations, training, equipment, hall maintenance, and political influence. In Morrowind, this would translate beautifully into gameplay.
How it could work:
Upon joining any guild (Fighters, Mages, Thieves, Temple, etc.), you become responsible for periodic membership dues.
Dues could be due every 10 in-game days.
The amount might scale with your rank in the guild — the higher you climb, the more you're expected to contribute.
Additional features could be that different guilds have different fee structures and consequences for non-payment:
Fighters Guild: Higher fees, but they might send "collectors" (strong NPCs) if you're overdue.
Mages Guild: Moderate fees, but failure to pay could temporarily revoke access to guild services, like teleportation.
Temple: no more shrine blessings.
This would make joining a guild feel like a serious economic decision instead of the no-brainer it currently is.
Would love to hear your thoughts!
I really like this idea actually. If no one else does it, I might give it a pop
Sounds good in theory, but on practice without any meaningful payout it would just discourage you from joining any factions altogether
Especially when faction quests don't really pay you in the first place
Yeah, this. It's not so easy to balance and with the way quests are done, it could quickly become "optimal" not to join any guild at all which would be very boring.
It's also counter-intuitive because the player is encouraged to join some factions even via in-game dialogue.
And besides, climbing the career ladder usually comes with increase in paycheck, not in membership taxes
I only join roleplay friendly guilds for each playthrough. Never more than two or three at most.
same
Payoff is all the benefits being a member of a guild gets you -- employment, status, bed, storage space, transport, bffs
but even then I don't always finish them if they feel not rewarding enough (in quests or actual rewards)
Not much difference for MG intern and archmagister, tho
this would quickly pale in comparison with the taxes if they were based on guild membership only
cough Morrowind Quests Redux cough 😉
Those are one time rewards, while you have continuous taxes
I simply used this concept because often historically higher ranked members of the guild were expected to pay more.
Not like money is in any short supply in MW, and it explains why certain guild members stop paying haha
And if the 10 day general tax is annoying, having multiple of them would be even more taxing
sounds pretty realistic
I'd say a monthly due
btw I encourage everyone to read the mod description of Pay Taxes mod. The mod author described quite well various problems with determining tax levels in a mod and why he ended up doing it the way he did
I've never installed it because
quickloot integration might solve that
one of the most important mods for experienced Morrowind players in my opinion
I simply install a butt ton of economy hardening mods
can't pay taxes if you ain't got shit
the thing that the idea is really missing is a strong reason to join, higher benefits and no freebies for non members
maybe occaisional strong-arming, press gangs
guild owned taverns
Yvan eht nioj
gooble gabble gooble gabble 👏
Lt. Jones shouting "HEY YOU JOIN THE FIGHTERS GUILD" outside his window you keep up the superliminal messaging
come and find you when your camping and beat you up sometimes
There are already various incentives to join the factions. It's definitely optimal to join some at least as you get access to better and cheaper services and enable a lot of content. What Vanilla lacks, though, are diegetic ways of putting the player down if they get rich and superficially strong with no reputation and faction support to back this up.
precisely
In such a hostile environment, advancing too fast would have consequences.
My final point is: it won't make sense for you when ranking up to be greeted only with increased taxes without anything meaningful in return. It would encourage minmaxing (by not ranking up as long as possible) or even completely ignoring faction quests
The concept either needs to be expanded to accommodate for rewards for ranking up or be used with mods that already do said rewards
you would need to hide your wealth, manipulate the people and/or carefully maneuver the social groups in order to avoid the backlash
basically, some new guy with a shiny glass cuirass or spending a lot of coin would attract a lot of attention
unwanted attention
While Pay Taxes doesn't give you much in return too, you have less means to abuse the system and it's not tied to any specific content either. It's just there, with you for a ride
whether it's Camonna Tong putting some n'wah down, Thieves Guild asking for their due because of competition or Mages Guild worried about their monopoly, corrupt guards searching for "contraband" or angry traders, somebody would probably pay the player a visit
maybe more than one
the idea with a guild irl is that you get a lot out of being a member while not being a member leaves you vulnerable. the highest levels would be donating a lot but getting everything they need for basically free. lower members dont pay as much but dont earn as much from good jobs
At the end of the day, taxes have to go somewhere
it's simple but it works. I'm sure that it could be much better. The thing is, while you could be tracking player reputation, faction advancements, money spent on trading etc., in the end you would most likely end up with similar results as the simple system the mod uses.
Preferably, not to oligarchs, because it would incentivise tax evasion by any means necessary

then you invest in a luxury battlespire
anyway, I think that changing the idea from a faction-based tax system to diegetic ways of putting the player who thinks that they cracked the system in their place has merit
I definitely think there can be more corruption and consequences for things like stealing high value stuff and displaying wealth overtly with no social standing to back it up
Morrowind plays around with some ideas like NPC reactions to clothes, Reputation affecting disposition, stolen goods being confiscated by guards etc. It can be expanded in cool ways, I think.
True
BTW funny thing is, I have notes about potential (unrefined) ideas for stuff designed with high level/rich players in mind. I haven't looked at them in half a year, lol. I will post them and who knows, maybe somebody will be inspired. I might end up doing some of them myself after some refining.
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The player is contacted by an unknown figure from the Thieves Guild, Imperial Legion, one of the Great Houses or Camonna Tong (depending on circumstances) who claims to have compromising information that can get the player into trouble and/or tarnish their reputation. They make some demands for the player to provide X gold and maybe X of some rare items or resources as payment in a dead drop. If the player doesn't comply, the player gets another message and bad things start happening. Things like service refusal from many traders, crime bounty, high personality debuff, loss of reputation points, faction expulsion etc. Not everything needs to happen at the same time. Whatever fits the circumstances. Complying gives the player some respite but there is a chance that another demand will be made in the future. It's possible to get to the bottom of this and deal with the problem permanently as well but it may involve expenses as well, e.g. payment for information gathering or bribes.
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A variant of this situation includes a high profile case against the player with high legal fees. High Mercantile could help with negotiations. High Speechcraft could help with the case but the player is not a lawyer so not employing one would give worse results no matter what.
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High level donations/offerings which provide long-lasting (but still temporary) buffs. The buffs wouldn't be available if the player has a bounty. The variants would exist for both the Temple and the Imperial Cult but only 1 could be active at the same time. The effects would be much stronger than in case of standard blessings. The price gets higher each time the player uses the buff.
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The ability to participate in auctions for unique and rare items. Some could be useful in terms of pure gameplay while other ones would be eye candy only but unique. Rich player would bid against other influential people. Prices would escalate quickly.
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Costly permanent Daedra summoning rituals. They last until they die and require variable amount of resources (depending on Daedra type) to summon. Caps in place to prevent silliness. Each summoning ritual gets more expensive than the last one.
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One of the player's artifacts gets depowered and a thematic sacrifice (ideally also a short quest) is required to power up the artifact again. Artifacts are even known to disappear and change owners in the lore often so the proposal is more lenient than that. Powered up artifact could actually provide a temporary bonus that makes it a bit stronger than usual but with a small self-damaging effect for some spice.
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Somebody steals money and/or expensive items in the player's possession and the player must use the help of the guards and/or one of the factions to get the stuff back. Tracking down the culprits is not easy and it gets harder/costlier with time. It would be cool if the items were actually moved to one of the smuggler's dens or eventually appeared in some shady merchant stock.
I tried the boat mod...it was cool but I am not powerful enough to steer those things properly lol it is maybe too jank
maybe a skill issue
I didn't even got to that point yet. Those damn taxes and poor traders... 
Only Morrowind modders would actively make the game more hostile
i just did some testing
I don't think even Skyrim modders are pushing it this much 
mw modders are hardcore
Ikr lmao
the OG immersion enthusiasts
I think economy rebalance mods and survival mods are pretty common in Bethesda games but Morrowind modders take it to the next level
Some modlists try to make Skyrim a soulslike 😁
Tax mod is certainly a milestone 
I have this mod for Telvanni characters where as Archmagister they'll never be fined by Telvanni guards or expelled for crimes. Now I wonder if I can immersively avoid paying taxes as a Telvanni lord with both mods installed
The tax mod converts tax to bounty (with sth on top). The rest is handled by the game. You can pay the guards, pay the TG etc. If the mod you are speaking of adds another option for dealing with bounties, it may work.
I havent tested it at all. I assume it's an alternate greet from them that clears your bounty immediately
You can already evade some of the taxes as the TG member if you decide to remove price on your head via TG 😉
If that's the case, it would work as the bounty would be cleared until the next tax cycle.
Thats how I imagine it will work
What's the mod btw?
https://www.nexusmods.com/morrowind/mods/58227?tab=description In the description
On another note. I think Wayfarer's Atlas (or even another mod like it) should have an optional feature someday where the only maps you have access to are the ones physically in your inventory. So any guides for cities/regions that you find or buy can be accessed directly through the map menu, with their pictures displayed over a default generic paper background (since I think the images themselves are probably transparent tga files)
https://www.nexusmods.com/morrowind/mods/58051?tab=description
Unsure if possible, but a mod that 'cleans up' quest NPCs would be great.
From my experience it seems like the following occurs and is particularly noticeable in 'the wild':
- Meet NPC
- They give quest
- Complete quest
- Return to NPC
- NPC stays there forever
It's a bit jarring when you return 3 weeks later and the same NPC is just standing there still
Add an option to donate a lot of money to the temple and imperial cult for reputation points
TR related: Allow swapping/ buying gold/silver bars from banks
Adding a private auction that happens every X days where random enchanted gear is sold, Only unlocked on some set conditions like reputation or some faction leadership roles
this could be easily done with MWscript. Wouldn't be particularly fancy though. Could do it through dialogue or shrine scripts.
Do you want me to make you a MWscripted donation mod, or would you rather wait for someone to do it with lua?
Ik this is probably absolute batshit, but what might it take to port the Morrowind side of this mod to OpenMW? The mod author said in the description it wouldn't be possible, but didn't say why & the last update was in 2023 so I wonder if things have changed. Genuinely this is the one mod that has me on the fence about using OpenMW. I have some experience with Lua and Python which are both used here, and if I knew anything about TES modding I'd try to port it myself https://www.nexusmods.com/oblivion/mods/52683
hey kildozery, i don't have access to that channel you linked.
It's in Morrowind Modding Community. You'll need to join it
sorry i'm a discord noob. Mind inviting?
sorry for blatant self-promotion, but here's a mod that does what you describe. The downside: it does it only for 1 NPC and a guar. But it adds a completely fleshed out home for him, a new NPC (his wife), additional dialogue, reward, and all possible fail-safes
Don’t apologise! This looks amazing - thanks so much for sharing I’ll give it try 😁
if y`all have ideas for another mod or two of this format (adding homes to quest NPCs that don't have them), I'm open to suggestions 🏡
https://www.nexusmods.com/morrowind/mods/51034 it'd be sick if someone recreated the weapon parry feature from this (where the player and NPCs have a chance to deflect attacks with their weapon based on their block skill, with custom sound and visual effects)
I strongly prefer it over active parrying, since it fits in perfectly with morrowinds combat rng out of the gate and makes it so the block skill is useful even when you're not wielding a shield
did https://discordapp.com/channels/260439894298460160/1482416741077356692 add it as a feature since I last checked? 👀
Well, no. I didn't. Looks like a fun modathon mod, and works around limitations of morrowind, but no - I'd rather play the game than watch it play itself
No shade, the idea is cool
just something I'm profoundly not interested in
https://www.nexusmods.com/morrowind/mods/43894 this mod basically is the legendary skill/reset mechanic from Skyrim, when a skill reaches 100 you speak to this npc to reset the skill to 15 and you get a item that you can equip that boosts that skill 15-25 points, this is cool but idk id like this as a mechanic, like when you get to 100 on a skill and you open the stats window you get an option to legendary your skill
is that different than using a skill uncapper?
I’m not sure I haven’t used an uncapper and it already takes me eons to 100 a skill
I mean. If you're playing a reasonable amount of time per day, and maybe use some leveling slowdown mods - 100 takes a while
Getting a shiny at 100 may be fun though
Can’t I use the uncapper strictly for my attributes and not skills
One and not the other or are they tandem
Iirc both Ownlyme's uncapper and SE/NCG can have caps configured per skill/attribute
so you can uncap some and not the others
Ok
yeah its highly customisable
Mod idea: loading screens that show gridmaps of the provinces. Watching on maps is very satisfying - perfect thing to do while waiting the load screen 🗺️
Oooooh I love this idea!
https://www.nexusmods.com/morrowind/mods/51667 not gridmaps
but includes hand drawn maps
And in the same style for TR:
Wonderful, thank you much
If you want just maps - remove everything else. But concept art etc on others is alos great
it would be cool to see the chronomancy from this ported over now that its plausible, at least enough to make the mod playable on openMW, it looks sick
maybe something @wet nimbus is able to do, as I know they've been working on custom spells
I know hyacinth knows the time and calendar API the best xd
There are 4 different people working right now on custom OpenMW spells, maybe more in the background without telling a thing 😅
And a few others help this indirectly
So what you're saying is you volunteer 😛
Everyone does when making mods right ?
I recall there used to be a guy who'd post bounties for mods in return for payment a while back
I would let you do the hard work first and then fill in the left gaps 
Someone has to make the template after all, then it’s all out
🚀
Is now feasible with the spell framework? https://www.nexusmods.com/morrowind/mods/47338
Another entry in the Magic Mechanics mod series, weapons with enchantments of Cast-On-Strike and Cast-On-Use types will now work without hitting a target. Just swing your weapon and the enchantment wi
is that basically like spell crafting as you cast?
Oh god oh no
Man, id love to be able to cast spells with my staff like in oblivion.
What’s this?
spellcrafting game
Noita is a magical action roguelite set in a world where every pixel is physically simulated. Fight, explore, melt, burn, freeze and evaporate your way through the procedurally generated world using spells you've created yourself. Explore a variety of environments ranging from coal mines to freezing wastelands while delving deeper in search for u…
$19.99
78741
Basically a modular spell system which allows for practically endless possibilities given the knowledge
Cursed shit
It would've been fun if the runs didn't take ages to complete 
so the idea being essentially to cast a series of modifiers and then activate your custom spell in action?
At the core - yes
yeah. it gets crazy in Noita because certain spells can act as containers themselves
The spell effects may also be chained together
so you can shoot a fireball that has 8 cast fireball with trigger inside it, which all have 8 cast fireball with trigger
etc etc
jeez
Eggs with nukes 
im barely scratching the surface as well
you can have trigger states, if x then cast y, etc
its like coding in spells
yeah that sounds cursed indeed. probably would be crazy to come anywhere close to it in MW
well multicast could easily be a custom spell effect so thats one tiny aspect right there
but yeah, it would be an absolute nightmare of an undertaking and perhaps this was better suited for the 'Dumb mod ideas' thread
there's a lot of wild ideas going around now that magic is open 

the golden era is soon approaching
as far as I can tell, almost everything short of super complicated spell effects and physics effects from Noita are technically viable with the RC changes and the new spell framework/lua physics mod.
trigger spells seem viable as well
multicast works, spreadshot should technically work, trigger onhit should work, faster/slower projectile should work, slowing/freezing enemies would be easy (onhit -> reduce speed/set speed to 0 for x seconds)

homing might be tricky
spiral and boomerang like not so much
The way things are looking now, in a few months we will have tons of magic-related mods with a lot of overlap as well. Probably very little overall coherence if multiple mods are used... and some incompatibilities. We may end up with modlists that deal with magic stuff alone.
piercing could be interesting...
Doable
🥺🥺🥺please
an openmw version of this would be really neat:
Random idea: A mod which replaces the death animation of skeletons/liches with their bones falling apart. I belive such a death animation already exists for OAAB/Undeads Expansion skeletons, but would be cool if it could easily be applied to all skeletons in game.
Still wondering about this mod; with the new Rubic0n thing #lua-scripting message it seems like it should be doable now?
...ok looking more closely at the code i can see why it'd be difficult, holy shit this was not designed to be read by another person 😂
[request]
I really like the idea of starting the game as a penniless ex-prisoner who has to fend for himself for a few days because nobody will help him and he has no money for any equipment.
It's easy to change the cost of items to make them harder to obtain, but to make something like that work, you'd need some crude weapons and armor to craft while fighting to get more resources.
Bushcraft skill from Ashfall did it nice
I got excited there for a minute https://www.nexusmods.com/morrowind/mods/58852
Does the new omw crafting updates need a new method of recipes? I haven't had time to read up on it yet
Or even check if my old recipes still work 🤔 haven't had any complaints about it..
So I guess it's fine? 🤞
go for it 
Humbly putting in a request for a full refresh of merchant inventories mod if it's doable (like in the Buying Game for MWSE) Preferably to be compatible with Make a Profit ^^
I think the only people who know how to resolve inventories like that and pull restocking shenanigans would be ralts or ownlyme
done (2 years ago) what do you pay? ^^
https://www.nexusmods.com/morrowind/mods/54952
the leveled list stuff is still tricky, maybe i can add that in 0.52 if a few merge requests go through
I thought it only handled goods that were already restocking because of this
But I'll give it a try, maybe I just misunderstood the description. I meant the entire inventory, not just the items that already have a value of -1
oh i see, that only kinda applies to ingredients but i can take a look if i can add that
and soulgems
That would be absolutely freaking amazing if possible. Basically I'm looking for a Skyrim-like restock system
I imagine that doesn't appeal to a lot of people because you can accidentally sell your quest items xD
But I also have Wares, and it would be nice if stuff got repopulated organically
👕 Cloth Washing mod request (or rather, a humble ask) 🧼
- Track Cleanness value for every in-game clothing item (shirts, pants, shoes, skirts, robes, gloves).
- Dirty clothes debuff Personality and Disease Resistance
- Clothes' Cleanness can be restored with soap and water
- Nice scented solutions buff pieces of cloth with effects 💮
- Cloth washing stations (bathtubs, washing racks) could be used for better washing
- Cloth Washing Skill 💪
- You need to dry clothes on ropes and drying racks - wet clothes get dirty quicker
- Clothes found in the world have random Cleanness value 🧦
🧵 Clothes Repair mod request 🪡
- Works like vanilla Armorer mechanic
- Clothes (shirts, pants, shoes, skirts, robes, gloves) have Health value ❤️🩹
- Clothes with 0 Health can't be equipped or used for magic 👖
- Fighting, elements and time reduces Health value
- Shears, spools, pincushion (TD), etc. misc items could be used as repair tools for 👚
- Static items like
furn_spinningwheel_01to be used to create spool - Sewing Skill 💪
- (Broken) Clothes could be cut into cloth pieces like
misc_de_cloth10
🧹 House Cleaning mod request 🪣
- Every civilization interior can generate a dirt layer
- Use broom to sweep the floor and remove dirt
- Every shelf has a chance of generating a small layer of dust
- Use pieces of cloth to clean the shelves
- Streets might generate planes of street trash and ash dust
- Use the broom to sweep the streets clean
- Cleaning Skill 💪
- The owners of the interiors might pay you money for cleaning
- Small chance of finding a trinket while sweeping (a ring, a coin, etc) 🪙
- Functioning Ash Sweepers Guild mentioned in the lore
also first quest in Doors of Oblivion has you doing house cleaning a little
ye, I have this installed. Sadly, I was unable to find all the bottles and couldn't finish the quest
very neat though. Just needs to reduce the number of bottles you have to bring
@wise pier nice KCD vibes with these requests 😄
I hope they motivate someone
looks great, there's the sitting mod but in practice i usually can't be bothered to position myself properly AND fumble for the hotkey or amulet 
mod that lets you add multiple of the same effects that isn't fortify X to the same spell, even preferably more than 8. as a dunmer, i will achieve 100+ conjuration just to summon 16 flame atronaches for a 7s firework show
Mod request/idea
Daggerfall inspired enchant system, where the creature type can influence the effects (fire atronach gives better fire based enchant and weaker frost based enchant) but could also add random effects related to their nature, and even curses for dremoras, dark seducers and als.
Maybe changing the way enchant works for constant effect and charges, to be more dependent on player's enchant level or soul's size.
this seems interesting https://www.nexusmods.com/morrowind/mods/58980?tab=description
Yeah! Lmao Hrothgar pulling mods from my dreams
sadly, it requires a new game
Unless you already had the Sitting mod installed. Its something to do with adding idles to the pc, I'm sure there's a better way but animation is so mysterious
what would it take to make this work with openmw? I think it would be cool with engarde
I dont know if it would be even possible but a mod that will outline items on the 'floor' so its easier to see things like rings etc - basically 'alt' key in PoE/Diablo. I'm having difficulty picking up item when they are grey on grey or bone on bone color. My vague understanding is that it would have to be a shader that is run on key press which I dont know if its even possible in OpenMW
Conditional shaders are very much possible, though I don't know how to make a shader that would to what you describe
A simpler solution would just be to apply vfx to every item in the game
This one needs to be ported:
https://www.nexusmods.com/morrowind/mods/50142
There's this mod I'd really like to see fully functional ; currently, with OpenMW, the clock hands don't rotate 
And I'm afraid the script is way beyond my skill level ^^
And this one, a portable compass, what a cool feature :
https://www.nexusmods.com/morrowind/mods/51126
I know Manual Compass exist (https://www.nexusmods.com/morrowind/mods/50256) but we can't hold the compass ^^'
I believe so too, but since then, have there been any changes to the OpenMW engine that would correct this problem?
im not sure actually, just looking at it i thought it was a texture mapping thing but it might something else. its all in mwscript in the .esp so it might be worth looking into
this looks cool
i saw it long ago and forgot all about it
I like having elements like the compass, map, and watch as in-game objects, it adds to the ✨ immersion✨
yeah, Far Cry 2 was my favourite game map. one you can hold up as you walk around
This was great, I loved this game, plenty of cool ideas (except the Malaria feature )
even then, it was just super progressive in game design. taking risks to make an engaging experience
not all hits but damn it they tried
only went downhill after that
imo
i had fun with couch co-op in 4
riding elephants around with rocket launchers
Had good time playing 3 & 4... with mods. The first 2 were good as is.
A mod that allows drivable caravans or mounts for companions, cause it sucks to just be the one who can ride mounts while your companions struggle catching up😭🙏🏻 also a trader caravan is very cool
Having a cart to transport loot, like in Daggerfall, would be awesome.
Indeed my friend
And anyways, apart from ReAnim, any combat mods that gives the Combat anims be atleast smoother? I can use ReAnim but that's my phone draw the line cause for some reason it causes FPS drops on my phone😭
I use the combination of this:
https://www.nexusmods.com/morrowind/mods/55677?tab=description
And
https://www.nexusmods.com/morrowind/mods/55059?tab=images
(Bow animations looks weird tho but fights are peak)
This fine for me but maybe there's also good ones out there
(I found out how to fix the bow bugs, just use Left Bow Animation mod + Bow and Quiver fix patch)
Nice, I'd love to have a pocket watch on OpenMW. PTR people made a clock tower with a workable clock that moves in real time and respects the time scale gamesetting. All in MWscript. Maybe it could be used as a base?


