Netruk44/uesp-wiki-content huggingface dataset:
Tes3Mod:Converting models from Oblivion mods using Nifskope

This simple guide explains how to convert models for your Morrowind mod from any Oblivion mod. It should work with models from Skyrim mods as well, but this was not tested. Please note that you need permission of the author if you plan to release it. Use Nifskope version 1.1.0-rc6, because newer versions don't import .obj files correctly.

The procedure is as follows: take a model from Oblivion mod, export it as .obj file, then open the most simple Morrowind mod model that you can find, import this .obj and delete everything that is not needed. (Delete all old nodes with "remove branch" option.). The images below illustrate this.


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It was reported that sometimes "Has UV" parameter of imported shapes changes to "no" for unknown reason. Check NiTriShapeData of all imported shapes and change "Has UV" to "yes" if necessary, as seen below:


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This guide is based on the information provided by Wanderer and Boma Kuro.
Tes3Mod:Dirty Mod

A dirty mod is a mod that makes changes to its parent files that the mod author did not intend to make. These changes can break quests and scripts as well as cause conflicts with other mods.
Tes3Mod:Dirty Save

A dirty save is a save with leftover bits of an uninstalled mod.
Tes3Mod:Elder Scrolls Master (.esm)

The Elder Scrolls Master file (or master) is a file type with the extension .esm. Master files are very similar to plugin files. Though there is one key point of differentiation: master files do not rely on other files (master or plugin) for their data. All of their data is contained within themselves.

Creating a Master File
Tes3Mod:Elder Scrolls Plugin (.esp)

An Elder Scrolls Plugin (or plugin) is a file type with the extension .esp. Plugins are the main method of creating mods for Morrowind. A plugin contains a hierarchy of records that define the alterations made to the parent master file. Though a plugin can have multiple parent master and plugin files (dependencies). The Construction Set is required to create one, though there are a few third party tools that also have the capability.

Essentially, a plugin file is a database of changes made to its parents.

Records
The top level record of a plugin contains the filename, the author details, description, file version, and parent files.
Tes3Mod:Exe Optimizer

The Exe Optimizer is a tool that improves performance and reduces the chances of a CTD.

External Links
Timeslip's Sourceforge page
Tes3Mod:Fogbug

Some video cards are affected by how Morrowind handles a fog density setting of zero in interior cells with the result that the interior is pitch black, except for some light sources, and no amount of light, night-eye, or gamma setting will make the interior visible. This is known as the fog bug.

Originally this only affected ATi (since bought by AMD) graphics cards. It was referred to as the "ATi Fog Bug" and mods such as Sotha Sil Dome of Serlyn fix by Kane were created to fix the bug.

Mod users can use tes3cmd to create a multipatch which will fix the fogbug if present in any of their loaded mods.
Tes3Mod:Fullrest

Fullrest.ru is one of the two largest Russian TES internet communities (the other being tesall.ru). The project was launched in 2000 as an amateur entertainment portal by a couple of students. In 2002 it was rebranded as a Morrowind community site, and a database for plugins was created. Nowadays (2014) Fullrest is more oriented towards the newer TES games, especially the Elder Scrolls online, and also Fallout series by Bethesda. Fullrest can be compared to some extent to NexusMods for the Russian modding community (although a lot of Russian modders use Nexus as well).

An English-speaking Morrowind gamer may find Fullrest database interesting, because not every Russian modder publish their work on Nexus, and even if they do, it usually appears on Fullrest first. While gameplay and quest mods in Russian are hardly useable for the English installation of the game, replaces and retextures are compatible or require a little effort to make them useful. The Fullrest collection also includes a lot of the older, harder to find mods.

Several links, for your convenience: the main page of the MW database; a few database sections: replacers, retextures, creatures; clothes, weapons, armor; general MW modding forum; C-17 (Siberian Crab) modding subforum; the thread dedicated to Lyithdonea by Melchior Dahrk (partially in English).
Tes3Mod:GMST

The GMST record stores a game setting. Game settings are important values that will not change as the game is running. These store values such as the text that appears in bartering menu, the rate at which magicka regenerates, or even werewolf damage multipliers.

A GMST record will have the following sub-record(s):
NAME

A GMST record will have only one of the following sub-records:
STRV
INTV
FLTV

See Also
GMST List
Tes3Mod:GMST Cleaner

A tool used by both modders and players to clean the 72 "evil" GMSTs added by Tribunal and Bloodmoon from a mod.

Downloads
GMST Cleaner 1.1 (Morrowind Modding History)
Tes3Mod:Great House Fliggerty

Great House Fliggerty is a fan site run by Fliggerty. It also has mod hosting capabilities.

External Links
Website
Tes3Mod:Heightmap

A heightmap is an image used to represent topographical data. Morrowind's terrain is stored in it's master and plugin files in the form of a heightmap with additional data such as vertex painting and textures.

Heightmaps can be imported or exported by TES Annwyn, and are also used by Littoral.

External Links
Heightmap page on Wikipedia
Tes3Mod:Ini Color editor

Ini Color editor, or more commonly heard of as simply, IniColorEdit, is a tool written by WH-Reaper which can be used to easily and conveniently edit colors in Morrowind.ini. It can be used to change the color of fonts, the underwater ambient color, the color of the Bloodmoon, the Sunglare color, and qualities of weather such as sky color, ambient light and sunlight, sun color, and fog color.
200px|thumbnail|right|Ini Color Editor


The program is very simple to use, a list of editable colors is displayed on the left hand side, and upon selection, the RGB values of said entry can be edited. The right side of the program displays RGB values in numeric format, seperated by Red, Green, and Blue, and also has a unified entry much like the INI itself. The colors can also be edited using a color picker written by Richard Bao based on Photoshop's color picker. This allows for easy visual selection of colors. If the user deletes the tool's included OpenPainter.ColorPicker.dll the tool will revert to the system color picker used in programs like Paint.


Additionally, the program can import changes to colors from a text file, a useful feature for modders who wish to distribute their own edits to colors. These changes must be ordered and in the same format as they are displayed in Morrowind.ini. If one wishes to write such a file, they can simply create the edits in the application, then open Morrowind.ini in their favourite text editor and copy/paste any applicable changes.

External Links
Great House Fliggerty download 
INI Color edit release thread 
Thread in which the app was discussed and developed
Tes3Mod:Littoral

Littoral is an application developed by Kevin Fishburne. It can be used to control the elevation data of a 52x52 cell map, allow vertex coloring at and below sea level, and to automatically place up to 255 different objects on terrain in large quantities. These features make landscaping for large landmass projects significantly easier.

History
The program was developed in 2005 for Fishburne's Ultima 5 remake project for Morrowind. Although the project died very quickly, Fishburne released Littoral, which had been designed to help significantly speed up the landscaping for the project.

External Links
Morrowind Modding History download 
Fishburne's Ultima 5 mod page on Aiera, contains a download and info 
UltimaCodex page about Littoral
Tes3Mod:Load Order

The load order is the order in which Morrowind loads .esm's and .esp's.

The order in which your mods load can be critical to them working properly and adjusting the load order can resolve many problems. Morrowind executes Master files (.esm's) and plugins (.esp's) in sequence, known as the "load order", and it is the last changes to a particular item or NPC or script that take effect. If a number of mods make changes to an object (includes NPCs and creatures) and we do nothing, only the changes made by the last mod are implemented and the others ignored. This is fundamental to an understanding of how mods operate and are managed.

Changing the load order and using the Merge Objects function provided by TESTool allows us to determine which mod's changes will have primacy, to maximize or at least optimize the different changes implemented and to reduce conflicts. By altering load order we determine which mod's changes will have primacy. By using the Merge Objects function available in TESTool we amalgamate the changes made to the same object by a number of mods.

mlox optimally reorders your load order to avoid known problems.
Tes3Mod:MGEDisableShader

A function added by MGE XE.

MGEDisableShader disables a shader from MGE XE shader chain. Shader name is case sensitive.

Syntax
 

Example
 

See Also
MGEEnableShader 
MGEShaderSetFloat 
MGEShaderSetVector 
MGEShaderSetLong
Tes3Mod:MGEEnableShader

A function added by MGE XE.

MGEEnableShader enable a shader from MGE XE shader chain. Shader name is case sensitive.

Syntax
 

Example
 

See Also
MGEDisableShader 
MGEShaderSetFloat 
MGEShaderSetVector 
MGEShaderSetLong
Tes3Mod:MGEShaderSetFloat

A function added by MGE XE.

MGEShaderSetFloat sets a float value for a shader in MGE XE shader chain. Shader name is case sensitive.

Syntax
 

Example
  

See Also
MGEEnableShader 
MGEDisableShader 
MGEShaderSetVector 
MGEShaderSetLong
Tes3Mod:MGEShaderSetLong

A function added by MGE XE.

MGEShaderSetLong sets a string value for a shader in MGE XE shader chain. Shader name is case sensitive.

Syntax
 

Example
  

See Also
MGEEnableShader 
MGEDisableShader 
MGEShaderSetVector 
MGEShaderSetFloat
Tes3Mod:MGEShaderSetVector

A function added by MGE XE.

MGEShaderSetVector sets vector values for a shader variable in MGE XE shader chain. Shader name is case sensitive.

Syntax
 

Example
  

See Also
MGEEnableShader 
MGEDisableShader 
MGEShaderSetLong 
MGEShaderSetFloat
Tes3Mod:MaterialProperty

Here is some explanations about the various Material Property available in Nifskope ; and than you can find/apply to a mesh (3D model).
  


Ambient Color

  existing or present on all sides. The ambient color is radiant from all sides of the model equally. 
 The color is specified in HTML Notation in the value column.
 

Diffuse Color

  not concentrated or localized. The diffuse color will blend into the colors currently in the texture equally like a tinted film. 
 The color is specified in HTML Notation in the value column. 
 

Specular Color

  of, relating to, or having the qualities of a mirror. 
 The specular color is emitted from the reflective surfaces of the model. 
 The color is specified in HTML Notation in the value column. 
 

Emissive Color

  an act or instance of emitting. When in direct light or darkness, it's the color emitting from the model's surface like a glow. 
 The color is specified in HTML Notation in the value column. 
 

Glossiness

A numerical value of gloss effect applied to the model. 
 The higher the value the greater the gloss effect is applied. Most general objects in Oblivion possess a base value of 10. 
 

Alpha

Specifies the material's level of alpha/transparency in a numerical value. 
 A value of 1 means the object is not transparent. 
 A decrease in the value from 1 increases the object's alpha/transparency. 
 This floating variable requires the node NiAlphaController and NiAlphaProperty to correctly render transparency in the game environment. 
 It is used on objects such as ghost models and glass.
Tes3Mod:Matt Grandstaff

Matt Grandstaff, more commonly known by the screen name of Gstaff, was the Community Manager for Bethesda Softworks. He was an administrator of both the Official Forums and the Bethblog, and wrote the articles for the Bethblog. Gstaff left both Bethesda Game Studios and Bethesda Softworks for Epic Games around August 2019. 

In the context of Morrowind Modding, he is most well known for having conducted Modding Interviews with Morrowind Modders, and answering legal and other miscellaneous questions in the context of modding.

External Links
Gstaff's Twitter 
Gstaff's LinkdIn
Tes3Mod:Mod

A mod (or modification) is a modification to the original game. Mods come in many different shapes, sizes, and forms. Some add brand new content and features, others seek to fix errors, while others still add improvements to content already found in the game. The terms mod and plugin are typically used interchangeably, however, plugin can be used to specifically refer to a mod that uses an elder scrolls plugin or elder scrolls master file to do what it needs to do. Some mods are pluginless. These are typically mesh, texture, and sound replacers. There are even some mods that are sometimes referred to as third party add-ons. A third party add-on is a mod that expands upon the capabilities of Morrowind's engine directly. These are mods like MWSE or MGE.

Construction Set
::Main Article: Construction Set
The Construction Set (or CS) was what made it possible for players to create mods for Morrowind. The CS was shipped with Morrowind on a separate disk, and it was the same SDK (Software Development Kit) used by Bethesda to develop Morrowind, Tribunal, Bloodmoon, and the official plugins. The Construction Set is not an easy program to learn to use. Not only is there a lot to take in, but there are a few issues to watch out for. Like GMST Contamination.

Sharing
Many mod creators are content with creating mods just for themselves. Some, however, like to share their mods with other players so that they too can enjoy it. Mods can be shared by uploading to file hosting sites and sharing the download link with the community. Though the most common approach is to upload the mod to a mod hosting website. These websites will typically allow the creator a certain amount of customization with the mod's download page. Descriptions, screenshots, and readmes are common. Less common are videos and specialized mirroring functionality. Typically, each mod download page will have a comments section for players to leave feedback about the mod, as well as to ask questions that the creator can answer.

Common mod hosting websites are (in rough order of mod totals):

Morrowind Modding History
Great House Fliggerty
NexusMods
TES Alliance
Dark Creations
The Assimilation Lab
Tes3Mod:Mod File Format/GMST/List

For use with MWSE functions. (xGetGS, xGetGSString, xSetGSLong, xSetGSFloat, xSetGSString).
Tes3Mod:Mod Manager

A mod manager is a tool that is meant to help the player to better manager their load order and to limit the number of mod conflicts.
Tes3Mod:Modding Interviews

Modding Interviews are as they sound, interviews of Morrowind modders with regards to their history and life as modders. Various interviews have been conducted by numerous hosts, who have in turn interviewed numerous modders about themselves and their work.

In an effort to both centralize and preserve these interviews, they will be archived and listed here, where anyone can view them and archive further interviews, or even conduct and post their own. Originally from Morrowind Modding Wiki.

Official Bethblog Interviews
One of the most notable examples of Morrowind Modding Interviews are the interviews done by Matt Grandstaff, or Gstaff, as he is commonly known. They were published on Bethesda's Official Blog, The "Bethblog", and usually consisted of a header image, a short intro written by Gstaff, the interview itself, and a comments section below.

Many of the interviewees of Gstaff were suggested by other members of the community in an Official Forum Thread started by Gstaff. There he would update when new interviews were posted, and members of the community could suggest people they wanted to see interviewed.

Unfortunately, the thread was locked in March 2013, and while the most recent interview was posted in December 2013, it has been over half a year with no noticeable signs of more interviews being conducted.

Darkelfguy's YouTube Interviews
Starting from November 2014, Darkelfguy has started a new series of Morrowind Modding Interviews on his YouTube channel Morrowind Modding Showcases.

The interviewees and questions are suggested by other members of the community in forum threads posted by Darkelfguy. The interviews go in a three week cycle. Week one is an interview with a popular or an old-time modder. Week two is an interview with a current modder, while week three is with a new modder.

Archived Interviews
Here is a list of all the interviews that have been archived here.
Tes3Mod:Modding Tools

These Modding Tools are originally from .

Engine Mods
A list of tools or "add-ons" which directly or indirectly modify the Morrowind game engine itself.
 
 
 
 
 
 
 

Mod User Tools
A list of tools for mod users to streamline the process of installing, using, and uninstalling mods.
 
 
 
 
 
 
 

Mod Author Tools
A list of tools for use by mod authors.
Tes3Mod:Morrowind.ini

The Morrowind.ini is the file that stores many editable settings. These are settings that the average player would generally not need to change. Each setting is grouped into one of several sections. The start of a new section is designated like this:

 [General]

Every setting is in the Name=Value format. A setting beginning with a semi-colon have been commented out. This means that the game will skip these when loading the Morrowind.ini file. The semi-colon can also be used to create comments.

The following sections list all of the settings and .ini sections found in a Morrowind.ini file with Morrowind, Tribunal, and Bloodmoon installed. Commented lines are also listed.

General Sections
General


LightAttenuation

Inventory

Map


MenuStates

CopyProtectionStrings


Movies


CharGen
Question 1


Question 2


Question 3



Question 4



Question 5



Question 6



Question 7



Question 8



Question 9



Question 10



Weather
Weather

Weather Clear

Weather Cloudy

Weather Foggy

Weather Overcast

Weather Rain

Weather Thunderstorm

Weather Ashstorm

Weather Blight

Weather Snow

Weather Blizzard

Other
Water

PixelWater

Blood


PreLoad

Moons

Fonts


FontColor

Cursors

Editor

WhoCanMerge

Level Up

Game Files

Archives
Tes3Mod:Morrowind Modding History

Morrowind Modding History (abbreviated to MMH) is a fan created and managed site dedicated to the hosting and preservation of mods without a permanent home. It was created by Fliggerty (of Great House Fliggerty) on the 9th May 2011 


Permissions
The site is working under the assumption that the stewardship of the mods has been turned over from the previous sites to MMH .

Endnotes

 

External Links
Website

Forums on Great House Fliggerty
Tes3Mod:Morrowind Modding Interviews - Brucoms

Originally produced by Darkelfguy, and published on YouTube. 
   

Video Description
Welcome to the third episode of Morrowind Modding Interviews, a new podcast-like series interviewing modders from around the community! Have you ever wanted to hear your favorite mod authors answer your questions in a semi-conversational interview setting? Now's your chance!

Feel free to submit questions and suggestions for who to interview at our forum thread: 

We also have a tumblr account here: 
And a twitter account here: 

This week's interview is with Brucoms, Project Lead for Morrowind Modding Wiki and author of Lakeside House and TES3ReadMe Generator mods for Morrowind.

We'll be releasing a new interview every Wednesday, so check in every week to hear from your favorite modders!

A full list of Brucoms' projects and mods is included below:

YouTube: 

Projects:

Morrowind Modding Wiki - 
TES3Gecko - 

Mods for Morrowind:

Lakeside House - 
TES3ReadMe Generator - 

Mods for Skyrim:

Lakeside House -
Tes3Mod:Morrowind Modding Interviews - Darknut

Originally produced by Darkelfguy, and published on YouTube. 
   

Video Description
Welcome to the eleventh episode of Morrowind Modding Interviews, a new podcast-like series interviewing modders from around the community! Have you ever wanted to hear your favorite mod authors answer your questions in a semi-conversational interview setting? Now's your chance!

Feel free to submit questions and suggestions for who to interview at our forum thread: 

We also have a tumblr account here: 
And a twitter account here: 

In this week's interview we're talking with Darknut, long-time member of the modding community and the author of a number of popular mods, including notably Darknut's Greater Dwemer Ruins and a number of texture mods such as Darknut's Armor Textures 1024. In this interview, Darknut talks about what it's like to return to the community after a long hiatus and pick up his old projects, what he's currently working on with GDR version 2, and where he's drawn inspiration from for his various projects.

We'll be releasing a new interview every Wednesday, so check in every week to hear from your favorite modders!

A full list of mods that Darknut has released is included below:

Darknut's Website: 

Morrowind Mods:

Darknut's Greater Dwemer Ruins - 
Darknut's Adamantium Claymore Replacement - 
Darknut's Creature Textures - 
Darknut's Creature Textures TB - 
Darknut's Creature Textures BM - 
Darknut's Creature Textures Addendum - 
Darknut's Creatures 9 Textures - 
Darknut's Morrowind Crafting 2.1 Textures - 
Darknut's Carrot Weapons Mod - 
Darknut's Umbra Sword - 
Darknut's Dwemer Ruins Textures - 
Darknut's Better Clothes Textures - 
Darknut's Little Weapons Mod Complete - 
Darknut's Armor Textures 1024 - 
Darknut's Divine Domina Armor Textures 1024 - 
Darknut's 1st Person Enhanced - 
Darknut's 1st Person Helms - 
Darknut's HD Start Menu Movie - 
Darknut's HD Splash Screens - 
Darknut's Greater Dwemer Ruins Resource Pack - 
Darknut's Companion Mod - 
Ice Blade of the Monarch - 

The music in this episode is from a remix of the Morrowind theme done by Darknut. 
You can download Darknut's music here: 

Transcript
Tes3Mod:Morrowind Modding Interviews - Jac

Originally produced by Darkelfguy, and published on YouTube. 
   

Video Description
Welcome to the ninth episode of Morrowind Modding Interviews, a new podcast-like series interviewing modders from around the community! Have you ever wanted to hear your favorite mod authors answer your questions in a semi-conversational interview setting? Now's your chance!

Feel free to submit questions and suggestions for who to interview at our forum thread: 

We also have a tumblr account here: 
And a twitter account here: 

In this week's interview we're talking with Jac, author of a number of companion mods for both Morrowind and Skyrim, including the ever-lovable Morte companion based on everyone's favorite floating skull from Planescape: Torment.

We'll be releasing a new interview every Wednesday, so check in every week to hear from your favorite modders!

A full list of mods that Jac has released is included below:

Jac's YouTube Channel: 

Wolflore Website: 

Morrowind Mods:

Morte - 
Jasmine - 
Snowbear Cub - 
Honor and Discipline - 
Tax Collectors - 
Lighting Strike - 
Passing Time While Reading - 
Increased Dark Brotherhood Attacks - 
Morag Tong Writ Greeting Fix - 
Synette Quest Fix - 
Ahnassi's Basement - 
NOM/COM Patch - 

Redesigned Vivec - COM Patch - 
Redesigned Vivec - MCA Patch - 
Redesigned Vivec - MCA+COM Patch - 

Skyrim Mods:

Morte in Skyrim - 
Customize Bard Music - 

The music in this episode is from Jon Babb's Morrowind Music Overdose ("Down By the Sally Garden") and OC Remix ("The Final Stage" by Freemind).

You can download Morrowind Music Overdose here: 

And The Final Stage here: 

Transcript