MCP is recommended to install before everything, as it modifies the actual codebase in Morrowind's .exe to fix many of the hardcoded bugs that are unfixable with typical mods.
It also offers many optional additions and tweaks, and it's recommended for improved stability and reduced chance of crashes.
In older guides, "4GB Patch" or "Exe Optimizer" are mentioned, but they are outdated and not needed, do not install them.
First extract the downloaded archive somewhere. Then, apart from the Data Files folder, copy everything into your game folder. The extracted Data Files folder can be ignored as it only contains a showcase mod. Then download v.2.5beta update from here
, and exctract it in game folder to overwrite v2.4 files.
To install MCP, with all of its files in your game folder, run Morrowind Code Patch.exe as admin. When MCP running, you can see lists of all of the patches it can apply.
Clicking on an entry will provide a short description of what it does. The patches are categorized on the left side: for example in -Bug Fixes- section, you'll see all of its patches are already checked.
Recommended to visit every category and read each patch's descriptions before you click on Apply. If later you want to disable/enable something later, just rerun the .exe, uncheck/check the patches, and hit Apply again.
2. Mod files
Ideally when you download a mod's .rar archive file, and exctract it, its content should look like this:
This arrangement is the replication of the file order in Morrowind's Data files folder. So without any mod managing programs, you could paste the mod files in Data Files folder to make the mod work.
However, next to the raw mesh/texture/sound files, mods can contain .esp (or rarely .bsa) plugin files, and you'll need a mod manager to enable and handle them.
The .esp files contain game settings/scripts/etc, and also, in most cases they are needed to force the game to use the mod's files instead of the vanilla ones, for example to replace a texture or a model.
The .bsa files contain resources(textures,meshes) in a single archive. To enable them you'll need to register them in the morrowind.ini file, but you'll do this with the mod managers.
3. Programs for managing mods
mod installing and sorting
Before downloading any mods, you'll need a program to properly handle them.
There are many programs for this. Mod Organizer 2, Wyre Mash, Nexus Mod Manager, Oblivion Mod Manager, Vortex, Kortex, and others.
The best 2 options are Mod Organizer 2 and Wrye Mash, they have different perks. For new users, Wrye Mash may be better, as with it it's harder to do things the wrong way.
While using mod managers, you'll need a proper mod install order to avoid file overwrite conflict which means you don't get content from multiple mods in the way you want (see below).
Generally core mods with big content should be installed first, and the small ones later. So for example if you use Intelligent Textures
which replaces all
vanilla textures, but you also want to use a specific armor texture replacer mod, then you should install that one later.
For this, in MO2 you can rearrange mods' "priority" so that mods' files are loaded upon every game launch in an order according to that. In Wrye Mash you'll install mods manually, so you should categorize and prioritize your mod installers in advance by giving the installer archives new names that indicates their content.
mod load order
Either mod manager you choose, you will also need to maintain a proper mod load order
to avoid plugin conflict
which result in bugs and errors (see below).
As neither MO2 or WMash has this function integrated, you will either have to do it with a program, or manually (if you know what you're doing).
For this an easy solution is Mlox where you'll need to press 1 button. It simply recommends the 'best' load order for your .esp plugins. In most cases it will be ok, but it doesn't necessarily mean there will be no conflicts. In that case, you'll have to check for conflicts and change load order manually.
merging leveled lists
Leveled lists account for generating random loot and enemies based on character level. The .esp files contain them.
If multiple mods modify the same leveled list, without merging them they would overwrite each other and you'd only get the content from the .esp which is loaded the latest.
For creating an .esp that contains the merged leveled lists you'll need Tes3CMD. If you use Wrye Mash, it has Tes3CMD's commands integrated
Merging will only extract and combine the leveled list parts from the .esps' of different mods into a new .esp. So you will still have to enable the mods' original .esps, and in the mod load order you'll have to set the merged .esp the latest.
fixing mod conflicts
Installing many mods can lead to some of them conflicting. We can distinguish these 2 types of mod conflict:
file overwrite conflict: If multiple mods contain mesh/texture/etc files with the same name, they will overwrite each other upon installing.
The game will simply only use the latest, so it won't crash your game or cause errors. Just keep mod install order in mind to get the all the content you want.
When using MO2 or WryeMash as mod manager, they'll be able show you this kind of conflict. They'll flag conflicting mods, and if you select one, the program will show what other mods modify the same files.
plugin conflict: If the .esp files in different mods modify same things and conflict, that can lead to errors/crashes.
This kind of conflict may still appear no matter how you change your .esp load order.
Mod mager programs can't show you the cause of these conflicts, you'll need other tools to actually find what .esps are responsible for the errors.
For this, your options are TESPCD, TesView.
In these programs you'll select your active .esps, and the program checks for conflicts and tells which mods are causing the problem.
You can even search for a keyword in your .esps to check which one contains the 'Model', 'Texture', 'Object', etc which gave you errors upon loading.
Alternatively you can use search programs like AstroGrep
to search for text keyword in .esp file content to find the conflicting mod.
After you find the problematic mod, the easier solution is just to not use it. To fix certain conflicts either by cleaning or merging, you can try using TesTool, TesAme, or Tes3Merge, or if you have skills in TES Construction Set or Morrowind Enchanted Editor you can edit the .esp in it.
cleaning / merging plugins
In case your downloaded mod is 'old' or 'dirty', it might need fixing. Cleaning can fix dirty references, duplicated entries, wrong game settings, junk cells , which would cause errors, bugs, mod conflicts, corrupt savegames,etc.
For auto cleaning, available tools are Tes3CMD or TesTool, also you can remove individual unwanted records with TesAME.
You can merge plugings with Construction Set or TesAME if you wan't to use lesser .esps or force fix conflicts.
Note that if the .esps modify same things, merging them means the common entries will only be overwritten by the secondary mod, and not combined.
For combining, you may use Tes3Merge which creates a new patch .esp that contains only the combined entries.
After merging, remember to clean the resulting .esp.
repair a save game file
Your save game can become dependent on mods. When you make any changes to your mods, your save game file can become corrupted and crash the game, as it can't find files/settings from a mod it depends on. In this case you can use Wrye Mash to remove dependencies and fix your save game file.
Its best if you create an 'mlox' folder in morrowind game folder, and after downloading, extract contents there (and keep the game folder clean)
There is a 'For users of Wrye Mash Standalone' folder in the archive, but ignore it, leave everything as is.
When opening the program, you'll see a wall of text in the 'Messages' tab, but those infos are outdated, ignore that too.
Later on you will run and use Mlox through the mod manager you choose.
When Mlox is opened, you only need to press the 'Update Load Order' button and close it.
It is best if you do this every time you install a new mod.
New players may only need this TesXXX program, only check the others if you run into problems.
A command line tool, but don't be frightened, fairly easy to use. (In Wrye Mash the commands below are integrated in the UI if you installed Tes3CMD)
For installing, put tes3cmd.exe into your Data Files folder.
Mostly you'll only need to use 2 commands, you'll find out how to use them in the following videos:
If you run the command on a .esp, it will create a new, 'clean' version of it.
Running the command will create a new "multipatch.esp" which will contain the merged leveled lists from the .esps, and it will be activated as latest.
3.3 TesPCD / TesView / TesTool / TesAME / Tes3Merge / CS
TesPCD - for detecting conflicts
TesView - for detecting conflicts
TesView is an altered version of "xEdit" program, which is a tool used in modding other games (for example its incarnations are FNVEdit for Fallout or TES5Edit for Skyrim).
For Morrowind, you can rename certain builds (versions) of xEdit into TES3View.
TesTool - for auto cleaning
TesAME - for removing unwanted records, or merging plugins
Tes3Merge - for automatically patching conflicts between mods
The tool is under development, it's best to get v.0.5 and not use faction or npc merging.
Construction Set - for merging plugins (among many other things)
You can learn how to merge plugins with CS : here
-All mod files will be put in a separate folder, and loaded from there each time you launch the game.
It is possible with MO2's Virtual File System(VFS), which tricks the game and other programs into thinking that the mods are installed in the data folder while they are actually installed in their own separated folders. So your original game folder will stay intact/clean. This is useful if you want to remove a mod that replaces vanilla files.
-Ability to link MO2 program with your nexus account and download mods directly with MO2. The downloaded mods' original rar/zip files will be in a separate 'downloads' folder.
-Ability to easily rearrange downloaded mod files. Using the content in 'downloads' folder, in MO2's UI you can extract only the needed files into a separate 'mod files' folder which the game will use.
-Lots of handful features (though some aren't useful for MW), and built in tutorials on how to use them.
-Game loading time is worse than with Wrye Mash
-Certain mods don't work, or complicated to make them work with MO2
-No built in tool to create merged leveled list
Install & use:
MO2's earlier (pre2.0) versions required a compatibility patch
for Morrowind. But you won't need it with MO2 as it already supports Morrowind.
Recommended to follow video above. If you receive "VCRUNTIME140_1.dll was not found" system error message at first start, you have to install Visual C++ 2019 x64.
At first start click (Change Game)→Create a new Instance→Select Morrowind from dropdown→Select game folder.
In settings, change the path for downloaded mod files to a folder which is easier to access. It is not recommended to do this after you start downloading mods.
After downloading a mod through MO2, make sure you rearrange its content inside the MO2 program like the file order that is described in the 2. chapter.
External programs & MO2
To use other tools (mlox, MGE XE, CS, WryeMash, Tes3CMD) along with MO2 , you have to run these through MO2.
To do this, you have to add the programs .exe locations to MO2, and after that select them from the list, and click Run.
The used programs do not need to be installed in a different way or to another location than usual. MO2's VFS will guide the program to MO2's mod files.
MO2 & Tes3CMD: You'll need Tes3CMD's <multipatch> and <clean> command, as MO2 can't do merged leveled list or mod cleaning.
MO2 & WryeMash: To repair broken saved games by removing mod dependencies, you can run WryeMash through MO2.
MO2 & MGE XE: For distant land creation MGE XE will need to access your MO2 mods, so you'll need to run MGE XE through MO2. Generated files will be saved to MO2files/overwrite folder, you can leave them there.
MO2 & CS:If you run Construction Set through MO2 to alter a mod, CS will still save the .esp inside MW main folder. So you'll have to copy the .esp afterwards to your MO2 mods folder.
To give you a hint, this is how a properly modded MW modlist should look like in MO2:
It is important to categorize your mods like this so you can set load priorities easier.
- As its made directly for managing mods for Morrowind, it only has features that you need, and feels simpler to use.
- Easier to use external tools/programs along with it (like CS, MGE XE, mlox, TesXXX, etc. )
- Tes3CMD commands are integrated into UI
- Mod files will be put into original game folder. If mod files replace vanilla files, there is no going back after you installed the mod unless you made backup.
Install & use:
Extract archive in morrowind game folder and launch Mopy/mash64.exe. Upon first start in config wizard you'll have to set the following:
I recommend installing mods with Wrye Mash the following way:
0. Create a 'ModDownloads' and a 'ModInstallers' folder outside your morrowind installation.
1. Download the mod archives in ModDownloads folder
2. Many of the downloaded mods' content will be in wrong order, so before installing them you have to rearrange their files.
Original mod archive may contain optional files, or have unnecessary containing folders.
Goal is to select the needed files, and remake a .rar/.zip archive out of them which matches the file order in Morrowind's Data Files folder.
3. Add a new matching name to the new archive, then put it in ModInstallers folder.
I recommend this video
for additional info. (after 12:00, content is outdated, don't watch that part.)
Wrye Mash will use the archives in ModInstallers folder, and show them to you on the Installers tab.
This is where you can actually install the mods. Right click→install will extract the archive to your morrowind Data Files.
To install mods, you should follow some pattern, and not do it randomly.
For this, you should categorize your modinstallers by naming the archives according to what role they fill in:
On the left of a modinstaller, if the box is checked means the mod is installed, and the color of the box indicates the status of its content.
If you click on a modinstaller, on the right side you can see what the color means: the program checks if any files are missing, cause conflict, or properly installed.
After installing the mods, move over to the mods tab. Here you will see the installed .esp plugins, and this is where you'll create a merged leveled list.
To do this, you'll use Tes3CMD's <multipatch> command which is built in WryeMash and you can access it from its user interface.
Note, that older tutorials recommend using "Mashed Lists.esp"
from Mopy/Extras folder to create a leveled list, like this video,
but don't use that.
To create a leveled list, switch to Mods Tab, right click on the header → Tes3CMD → Multipatch
You can check this video
for it, and for more information on leveled lists.
You can use Tes3CMD's <clean> command by rightclicking on a mod, and select "Clean with Tes3CMD"
External programs & Wrye Mash
On the bottom of left side, you'll see icons for other tools, which you can run through Wrye Mash.
To update your load order, just fire up mlox from here.
Recommended to visit this guide for additional and more detailed information
This guide covers information on how to repair save files, but for this, you can check last section of this video
4. Patch for Purist & Morrowind Optimization Patch
After you digested all the info above, got acquainted with your mod manager, and set up everything, it's time to start downloading actual mods.
The first ones you should get are PFP and MOP as they contain important fixes and improvements, there's no reason not to install them.
PFP is an unofficial patch to make the game completely bug-free while avoiding unnecessary balance and gameplay changes.
Older guides may mention MPP (Morrowind Patch Project), or UMP (Unofficial Morrowind Patch), but no need to install these, as PFP covers all the fixes from these which are needed.
This project aims to fix vanilla meshes by optimizing them, improving performance significantly and eliminating most bugs and errors with vanilla meshes.
5. OPENMW or MWSE & MGE XE
In past years two awesome projects emerged to improve gameplay mechanics and enhance graphics. For mysterious reasons, the two projects development went on different roads, and currently are not compatible, so the user has to choose between them.
OpenMW : An open source game engine recreation, replaces the original program.
MWSE & MGE XE : Engine mods that directly modify Morrowind.exe.
As OpenMW is written from scratch, its development is a few years behind, as first it has to make up for the original engine before becoming actually better than it.
So currently, while it already has really nice improvements, these aren't enough to compensate for the things it lacks (and not speaking about mod incompatibilies).
In the long run OpenMW will supposedly prevail to be the best choice, but currently you can achieve better graphics and gameplay mechanics by using MWSE & MGE XE.
5.1. Install MWSE & MGEXE
Downloading MGE XE from here
will also contain MWSE(don't forget to run MWSE-Update.exe), which will allow you to use lua-scripted gameplay mechanics mods.
6. Downlading mods
Where to download mods:
Nexusmods is the currently used site by most people, before this, Modhistory and fliggerty site was used to collect mods, so they store mods which haven't been reuploaded to Nexus.
It's recommended to only start playing after installing the most important mods to avoid corrupted save games from mod dependencies.
You should always read the mod page and glance through the readme of any mod you're downloading, so you'll at least be aware of what you're getting and what your options are.
A guide on how to set up mods. Slightly out of date, still worth checking