Netruk44/uesp-wiki-content huggingface dataset:
General:Differences Between Morrowind, Oblivion, and Skyrim

This is a page summarizing a large number of significant differences between Morrowind, Oblivion, and Skyrim. More detailed information can be found on the individual games' pages.

General


Alchemy


Combat


Commerce


Crime


Factions/Guilds


Lycanthropy
Note that Oblivion is omitted from this table as Lycanthropy is not present in the game.


Magic


Quests


Skills
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


Stealth


Travel
Skyrim:Golden Touch

Golden Touch may refer to two things:
 Golden Touch (achievement), an achievement obtained by accumulating 100,000 gold
Golden Touch (perk), a Lockpicking skill perk that increases the amount of gold found
Skyrim:Space Core

The Space Core is a mysterious alien construct that can be seen suddenly plunging from the sky and crashing on the ruined house   near Western Watchtower, setting the ruins on fire. It is constantly animated, saying a line of dialogue when activated, placed in your inventory, and idle. Many of these lines refer to the land and events of Skyrim.

The Space Core can be taken to the Atronach Forge in The Midden and placed on the pedestal to power the forge. By placing an ingot of Refined Moonstone (or a piece of Moonstone Ore) and an Iron Helmet into the offering box, a Dovahcore Helmet can be made.

If blasted hard enough, like by an AoE spell or a Giant's club, the Space Core will be launched back into space and removed from the game.
Skyrim:Respawning

Most locations in the game are respawning. This happens, depending on the location, at scheduled times. When a game location respawns, its enemies and loot are reset. This allows revisiting previously visited locations, which will have their contents reset. Specifically:
New versions are generated of all respawning enemies.  They may not behave the same way as before, e. g. scripted conversations will usually not fire again.
The contents of any respawning containers are reset; this includes most chests and sacks.  Any items previously stored in the respawned container are permanently deleted from the game.
New copies are generated for most items sitting out in the open (ingredients, books, clutter, etc.).  If the previous copy is still in the game location, it is removed.
Plants are reset, allowing new ingredients to be harvested.
All activators will reset.  Certain doors will re-lock, and any "quick exit" doors that were "barred from the other side" will be rebarred. However already opened dragon claw puzzle doors will not re-lock, and any keys you may have picked up the first time will still work.

The level of the location is set at the first visit, based on your current level. This means that the level of the enemies and the loot will be the same when you return to that location. When an area is too difficult to complete at the current level, you can return to location later when you have leveled to try again.  

Schedule
There are three different schedules that can be used for respawning a game location:
Never.  Some dungeons are flagged as "Never Resets", which means that no matter how long you wait the contents are never altered.  All containers in such locations are safe for long-term storage.  This setting only applies to interior areas; any exterior areas associated with a never-respawning dungeon will respawn after 10 days. Examples of the areas that don't respawn are the houses that you can buy.
10 days (240 hours) of in-game time.  This is the default time period used before a dungeon or any other game location respawns.  
30 days (720 hours) of in-game time.  This is the time period used if a dungeon has been cleared.

For any area to respawn, you must not enter the area during the specified time period.  Each time you enter the area, the respawn clock is reset.  Conversely, you can intentionally re-enter an area frequently to prevent storage containers from resetting (although you run the risk of losing everything if you forget to return in time).

Merchant Chests
Merchant Chests respawn every two days (48 hours) of in-game time, independent of whether the store or cell containing the chest has respawned.

Ore Veins
Ore veins (all types) sometimes do not respawn normally. See Mining (Bugs) and elsewhere on that article and its talk page.

See Also
Cell Reset on the Creation Kit wiki.
Skyrim:Flame Thrall

Flame Thrall may refer to:
Flame Thrall (creature), a summonable variant of the Flame Atronach
Flame Thrall (spell), the spell to summon that variant
Skyrim:Frost Thrall

Frost Thrall may refer to:
Frost Thrall (creature), a summonable variant of the Frost Atronach
Frost Thrall (spell), the spell to summon that variant
Skyrim:Guard Barracks (Gate)

It is used by Whiterun Guards as an alternative to the bigger, and similar named barracks behind the Bannered Mare. 
 
Residents

 
Guard Barracks
thumb|right|Guard Barracks interior
The barracks consists of two cramped rooms, a dining room often used by a single guard, and a sleeping area with four owned beds. The dining room contains two chairs by a table, a minor loot chest, a food barrel, and four food sacks. The small table seats two and has some food on display, two baked potatoes, a salmon steak, a sweet roll, and a bottle of wine. A set of shelves contains a chunk of raw beef, the loaves of bread, and a goat cheese wedge, some sliced goat cheese, and sliced eidar cheese. 

The sleeping area contains four beds squeezed head-to-toe between the north and south walls with an end table with clutter between them. The end table to the east has a bottle of ale and two honey nut treats on top and a pair of boots on the floor below. A copy of Beggar Prince is carelessly thrown on the floor in the northeastern corner. The shelves along the northern wall hold two bottles of wine, two bottles of ale, and a head of cabbage. The cupboard under the shelves holds clutter. Under the cupboard sits a pair of boots and, placed on a stool, a hat. 
 
Notes
There is a "Danger" shadowmark around the right corner from the door and double marked low down on the wall and a wooden support.
If the Stormcloaks takes over Whiterun during Battle for Whiterun, nobody will live in the barracks and all items will be free to take. 
There are four food barrels on the roof of the barracks.
Tes3Mod:Ordenador

Ordenador is a tool designed to optimize mod resources and directory structure. It offers various options to this effect.
Download:  
Able to delete duplicate and some junk (Thumbs.db, .jbf, etc.) files.
Option to keep original file datetime and shorten mesh paths (remove \textures).
Option to resize images in half according to user setting of: All, >512, >1024, >2048, >4096.
Option to scan plugins for missing resources, fix item count and clean 'evil' gmsts.
Allows for a user-defined file-renaming scheme for images and will update mesh paths accordingly.
Its main feature is the ability to scan a directory for bookart, icons, and textures to recompress utilizing NVCompress (download links at the site above).
Categorizes images based on certain properties (e.g. translucency) and will compress to user-controlled settings of DXT1c, 1a, 3 or 5 accordingly.
Default settings are safe for all users who heed the below warning.
Warning:Very low rate of image file corruption, but originals should be preserved until after verifying integrity of compressed images.
All corrupted images are reduced to 192 bytes and will have a current timestamp (even if option to preserve original date/time is checked).
Corrupted images are not recorded in the log. Search the directory according to the above two parameters and replace with originals.
Certain (advanced?) meshes will cause the program to crash. Currently the program does not record the session to the log upon crash.
Additional image file fixes for those familiar with advanced image properties are discussed in the readme.

N.B. Ordenador 'may' have difficulty compressing textures if the path directory is too deep (e.g. C:\Program Files\Bethesda Softworks\Morrowind\Installers\XYZ_House_and_Clothes_Mod\Textures\*.tga). It is recommended to move the package to be scanned into a shorter pathname directory (e.g. C:\temp\XYZ\Textures\*.tga) for the duration of the scanning.

Screenshots
Skyrim:Barracks

These are the guard barracks that can be found throughout Skyrim's Holds. Each hold has its own barracks.

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Tes3Mod:Graphics Extender

Morrowind users now have a choice between two utilities for enhancing the graphics of the game.

Morrowind Graphics Extender (MGE)
Version: 3.8.0
Author: LizTail & Timeslip
Download:   or Sourceforge
Installation and setup guide can be found at Sourceforge.
For a discussion of MGE settings see Step 6.

MGE XE
Version: 0.9.x
Author: Hrnchamd
Download:  
A discussion of setup options can be found at Step 6.

Screenshots
MGE XE
The following screenshots display the various windows used by MGE XE to configure the graphics.
Tes3Mod:BSA Managers

Bethesda Archive Extractor is a modern BSA/BA2 extractor supporting Morrowind to Fallout 4. 
Author: jonwd7
Download: [

BSA Browser is a GUI Morrowind BSA archive viewer/editor built around GhostWheel's command line tool BSAPack. 
Author: Argent, Ghostwheel
Download:  

BSAPack is a command line utility to list, pack and unpack Morrowind BSA Archive files. 
Version: 0.1a
Author: Ghostwheel
Download: Included with Argent's BSA Browser.
Note: Previously hosted at Link to archived webpage can be found under [ Ghostwheel.

BSA Unpacker MW is a standalone Morrowind version of the OBMM BSA unpacker. Also offers a GUI and is more accurate than the BSA Browser when displaying the contents of large BSAs.
Author: Timeslip
Download: [



Screenshots
Tes3Mod:Tes3cmd

Tes3cmd is a command-line tool used for editing, inspecting and cleaning mods.
Version: 0.37v (exe), 0.36 (requires perl), 0.40 (pre-release alpha)
Author: John Moonsugar
Download: Tes3cmd (stable version)
Download: Tes3cmd pre-release (alpha version)
Discussion: Official Forums
Example batch files for avoiding the command line can be found at the Official Forums with a more detailed version in a later post.

Functions
Offers a multipatch command which generates a leveled lists esp that also includes a fix for fog-bugged cells, summoned creatures crashing and exterior cell name conflicts.
Offers plugin info dump, 1 to 1 diff, common, and not equal comparisons, and a clean command that by default removes duplicate object instances, AMBI/WHGT duplicates, other duplicate records, evil gmsts and junk cells.
Able to write to header and synchronize plugin header info to masters.
A fixit command which cleans, synchronizes, generates a multipatch and resets the dates for the Bethesda files.
Offers several other commands to interest the serious modder. Discussed on the Documentation page (0.37 Documentation) (0.40-pre-release Documentation).
0.40 pre-release test version: See changelog for new options. However, the modify --replace function is bugged in this version. Use 0.37v for that function.
Tes3Mod:Exe Patches

Utilities to patch the Morrowind.exe file.
# Morrowind Code Patch FAQ
#* Provides the ability to fix many bugs which cannot otherwise be fixed (most notably the savegame corruption fix).
#* Also offers many tweaks and gameplay changes (such as expanding the playable map area).
#* All bugfixes and other changes are optional.
#* Must be applied before other exe patches.
# Exe Optimizer
#* Improves the stability of the executable, thus reducing CTD's.
# 4GB Patch
#* Expands the virtual memory access of the (32-bit) executable file from 2GB up to 4GB.
#* Should be the last exe patch applied.
Tes3Mod:Tool Features

Player and modder tools provide a rich assortment of features for both novice users up to advanced modders. Listed here are the most used features of such tools. 

Novice players should scan the first several sections of this list, but skip the last section (Modding) which focusses on features that only modders will need.

Mod Management
;General Mod Management
:* Move, rename, duplicate mod files.
:* Wrye Mash

;Install/Uninstall Mods
:* Install and uninstall mods.
:* Wrye Mash

Mod Reconciliation
;Leveled List Merging
:*Merge changes to the same leveled list by different mods, so that all additions, deletions and releveling appear during gameplay.
:* Wrye Mash: Mashed Lists
:* Tes3cmd: Multipatch

;Load Ordering
:*Set the relative load order of mods in order to specify which mod wins in case of conflicts.
:* Wrye Mash
:* Mlox
:* Reorder Mods and Reorder Mods++

;Record Merging
:*Merge changes to different parts of the same record by different mods.
:* TESTool
:*  

;Dialog Merging (Very Advanced)
:*String together dialog entries from different mods for the same character.
:* TESTool

Savegame Management
;General Management
:* Move, rename, duplicate savegames. 
:* Wrye Mash

; Load Masters
:* Reset active mod list to match master mod list of a given save. Prevents accidental addition or removal of mods from list.
:* Wrye Mash

Modding
;BSA Browsing/Editing
:* Browse and edit BSA archives.
:* BSA Managers

;Change File Type
:* Change between esp/esm/ess.
:* Enchanted Editor
:* Change between esp/esm
:* Wrye Mash
Skyrim:Court Wizard

thumb|right|Calcelmo, author and Court Wizard in Markarth
Court Wizards are the jarls' personal mages who research and study magic. They can usually be found in the jarl's palace or longhouse. They sell a variety of spells from all of the schools of magic, and other items that are of use to mages, including soul gems and scrolls. Their selection of available spells and magical items are bested only by the mages at the College of Winterhold. 

In court politics they are the equals of housecarls, except on magical matters, but less important than stewards. They are usually left alone by their jarl due to the Nords' suspicion and distrust of all things magical. They are also the only members of court that do not have to relocate if their hold changes sides in the civil war.

Court Wizards of Skyrim
The following people are court wizards:


Notes
The jarls of Falkreath, Morthal and Winterhold do not employ court wizards. The absence of a wizard in Winterhold is likely due to the close proximity of the College of Winterhold and the locals' disdain for magic, but the reasoning for the other two is unclear.
Though it is suggested that Falion is Morthal's court wizard, he has no affiliation with the Jarl's court.
Tes3Mod:Acronyms

Listed here are commonly used acronyms for Morrowind mods and modding tools. Rules for adding content:
'''The page is designed for players who are likely to be confused by an acronym that they've run across in the forums. If such confusion is not likely, or if expanding the acronym doesn't reduce confusion, then don't add the term.
Acronyms only. Terminology should be defined on the Glossary''' page. Or if more technical (useful to modders only) on the  .
Only list acronyms that are actually commonly used. (I.e. don't acronymize your favorite mod and post it here as advertising.)
Don't use evaluative terms like "popular". If it's not reasonably popular, then it shouldn't be here.
Sort alphabetically (alpha by acronym, not by full name).
Keep descriptions short. (One or two short sentences in almost all cases.)
Tes3Mod:Glossary

This glossary of Tes3 (Morrowind) words is designed to help players who might be confused by commonly used terms.

Rules for adding content:
Focus is on helping players, not modders! Terms that are likely to only be useful for modders should probably go to the  .
Acronym expansions should go to Acronyms. However, some acronyms that are used also commonly used as terms can be put on both pages.
Mods should not be listed here.
Don't use evaluative terms like "popular". If it's not reasonably popular, then it shouldn't be here.
Sort alphabetically (alpha by acronym, not by full name).
Keep descriptions short. (One to three short sentences in almost all cases.) Link to other pages/sites as appropriate.

See Also: the Somewhat Acerbic Modders Dictionary.

----
; 
:A mod that focuses on redefining body mesh/texturing. There are a number of body replacers, most focusing on the female figure. 

; 
:What happens when two or more mods try to change the same thing.

; 
:Remake of items, quests, mods etc.

; 
:Records are the fundamental "atomic" unit of modding. A record can be a definition of a race (WoodElf), a type of clothing, a placed object, a magic effect, a cell, etc. Mods are collections of new and redefined records.

;Wrye Mash
:A utility for managing mods and savegames, building leveled lists patches, tweaking mods, and much more.
Morrowind:Recommended Mods

There are many great Morrowind mods. This page lists the really essential ones - the bug fixes - and is also where each user can list their own favorites page.

This is a page for listing popular resources used by the community to collect mods. This is not a page to list favorite or personal mods. Contact a Mentor if you need help.

Many complex mods require script extensions to function properly. This is available through either the standalone version of MWSE or the internal version with MGE and MGE XE.

Bug Fixes
Morrowind Code Patch
Morrowind Patch Project
Patch for Purists
Script Tidy v2.02
Texture Fixes

Other Mod Lists
Gluby's Guides
Morrowind Expanded
Official Forums
Telesphoros' List
Morrowind 2020: Thastus Edition
Morrowind Improved
Other Resources
  - a place on the UESP forums for discussions and questions about the CS and mods for Morrowind.
Cyronaut - provides a visual display of landmass conflicts from several popular mods.
Morrowind Modding History  - With FilePlanet wiping out many mods, it is time to start uploading them elsewhere, so this site is the new definitive source (what with PlanetElderscrolls and tessearch using mainly FilePlanet, it is now more necessary than ever to upload to multiple sources)
Morrowind Nexus - A good reliable source for newer mods 
Morrowind Modding Hall - Another mod hosting site helping ensure history is retained.
Tes3Mod:Texture Fixes

The Morrowind game engine was not designed perfectly. When it renders the landscape, there are often seams. These become much more noticeable when using a Texture Pack. Several Texture Fixes have been created to address this issue for the various areas within Morrowind (and for some of the more popular mods). They work by replacing the standard vanilla meshes. While these are not technically 'bug fixes' (in the sense of reducing CTD's or repairing broken quests) they are widely regarded by the community as standard use.


Landscape Fixes


Non-Landscape


Mod Fixes
Lore:Garridan Stalrous

, Knight-Errant of  , was a famous knight who lived some time in the late Third Era. He is best known for his failed quest to retrieve the  , which resulted in his death and the creation of  . 

Sometime after the   in  , the   were banished from Lainlyn in Hammerfell. A remnant of the order founded   in the   of  , west of  .  The castle was ruled over by  , a faithful friend to Garridan, who was seemingly a Knight of the True Horn at the time. Jaren and Garridan were the only ones to learn of Lord  's death and attempted resurrection, when he was brought to the castle by the battlemage  . The two sealed Arielle and their undead leader within a grotto of the castle, and Jaren swore Garridan to secrecy, fearing what the other knights would do if they learned of what had become of Lord Kain. 

After these events, Garridan became the lord of Farmantle Glens, a farming settlement located in the northern  . During a severe drought, Garridan and Jaren learned of the Everflow Ewer from a sage, and set out to find it in the hopes of saving the village with the ewer's supply of endless water. The two located the ewer in the remote Frostfire Glade, but Garridan was attacked by an   as he attempted to retrieve it. The atronach easily overpowered the knight, but Garridan blocked the finishing blow with the ewer. This resulted in an explosion of ice which encapsulated both Garridan and the atronach. Realizing he had failed, Garridan began to cry. Mara took pity on the dying knight, and imbued his tears with magic in commemoration of his kind heart. The tears froze into crystals, which came to be known as Garridan's Tears. Jaren escaped the glade, and returned to Farmantle Glens to discover that Mara had blessed the village with rainfall because of Garridan's sacrifice. 

In  , S'drassa of the Leyawiin Mages Guild hired the Champion of Cyrodiil to recover these fabled crystals so that he could add them to his collection. With the help of Julienne Fanis, the Champion found Frostfire Glade and recovered five of the Tears from around the frozen corpses of Garridan and the atronach, preserved in ice.  Later that year, the Champion saved the besieged Battlehorn Castle from a band of marauders. Jaren's son,  , had died in the battle, and the Champion was made the new lord. After discovering the secret journal of Jaren and learning of the fate of Lord Kain, the Champion unsealed the castle's grotto and banished Kain's undead skeletal remains, as well as Arielle Jurard, who had become a lich. 

References
Lore:Everflow Ewer

The   was an ancient artifact believed to be capable of supplying endless water once filled. The Ewer has been described as a pitcher made of either crystals or silver. The origin of the Ewer is unknown; some say it was a gift from Mara, while others claim that it was enchanted by a powerful sorcerer.

Garridan Stalrous, a Knight-Errant of Farmantle Glens, sought out the Ewer due to a drought and a small yield of crops. To save his people from starvation he began his hunt for the Ewer. A sage informed him it was located in   and he set off at once along with his friend,  . He eventually found the Ewer resting on an altar in the frozen glade, filled with water as the legend told. However, when Garridan removed the Ewer, a Frostfire Atronach Glade Guardian appeared and battled Garridan. The Atronach knocked him to the ground and attempted to finish Garridan, but his blow was intercepted by the Ewer itself, destroying it and causing a rush of frozen water. This locked the two in everlasting combat under the ice, where the fragments of the Everflow Ewer lie. Jaren Aethelweald escaped and returned to Farmantle Glens, only to discover that Mara had blessed the settlement with rain. The Legend of Garridan Stalrous was later recorded by Kirellian Odrenius in the book Knightfall, Tales of Heroism and Chivalry.  

According to legend, Mara took pity on the dying knight and imbued his tears with magic in commemoration of his kind heart.  The tears froze into crystals, which came to be known as  . 

In  , S'drassa of the Leyawiin Mages Guild hired an adventurer to recover these fabled crystals so that he could add them to his collection. With the help of Julienne Fanis, the adventurer found Frostfire Glade and recovered five of the Tears from around the frozen corpses of Garridan and the atronach, preserved in ice. 

Gallery
 

See Also
For game-specific information, see the Oblivion article. 

References