Modding
PREREQUISITES:
Also, I think having syncronized Tamriel_Data updates so released new Tamriel_Data version is compatible with all currently released Project Tamriel mods (AFAIK so far Tamriel Rebuilt, Skyrim: Home Of The Nords and Province: Cyrodiil) will probably remain a dream so if you want to keep playing all the projects and still use the updates you must find a way to fix things yourself.
A premise: I am definitely NOT generally a fan of OpenMW-cs interface/filtering concepts, I find it awkward and clunky compared to MWEdit and even Bethesda CS way to one-right-click navigate records and where they are referenced. BUT, and it is a big but, OpenMW scripting compiler/warning messages is already terribly helpful, I'd say nearly as helpful as checking your scripts using MWEdit can be.
Morrowind Code Patch (install the beta too) is a must-have for obvious reasons, and greatly configurable as each option can be toggled on/off.
I want to share some useful code showing tes3cmd power as modding tool to automatically randomize trees positioning...
Something I realized recently working with mods depending on TR_Mainland.esm, but that should be valid as example for any updated .esm dependency...
I've seen this very annoying bug with creature sounds happening recently not only to me, bu also to great mod releases. So here are my two septims about how to test and avoid it...
When resources used by your mod start increasing, it is often difficult, time consuming and prone to errors to track and package everything needed by hand.
Luckily, TESFiles can really help with the task.
Despite the fact that there are probably more dialogue-savvy modders than script-savvy modders around, not everybody seems to be aware of potential issues/existing tools to ease dialog development/fixing.
A Morrowind scripting tools guide talking about MWEdit and MWSE/MSC usage, coupled with Mash and Notepad++...
Time to start using our Morrowind tools. We will talk about tes3lint, tes3cmd and TESTool.
Continuing on the description of my current favourite modding tools, let's talk about more Morrowind specific programs.
There is not a all-purpose tool, but using "a little of this and a little of that" we can make our modder life simpler.
Seeing how incredibly new Morrowind modders generations keep coming despite the game being pretty old, I often thought about sharing what is my current state-of-the-art modding workflow. As a old-time modder, I think I have a quite good one so hopefully it will be of use to newcomers and experts too.
Some posts about suggested general script structure (using statements as simple as possible) and setdelete delay...
Some posts about suggested way to write timers and persistence of global variables
Detecting player swimming in Morrowind can be difficult, expecially in interiors.
Here is an example on using sound detection and enhanced GetWaterLevel thanks to MCP.
Some posts on scripting stile original Morrowind scripts rewriting.
Possible TESCK Script bugs/notes described in MWEdit Bugs.txx documentation
For anybody interested, I've found in my archives an interesting post by CDCooley explaining variables persistence much better than myself :)