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.
TR Ugly Deprecated Red Cubes Fix
Magical Trinkets Of Tamriel 4 fix
tes3cmd and Enchanted-Editor updates for MWSE-LUAT compatibility
My tweaked mlox_base.txt + mlox_user.txt
Baan Binif - original RR compatible version
MRS Morrowind Resources Scanner
Quick Char INFINITE (well, sort of) starting cells edition ;-)
Arynx Castle for Tamriel Rebuilt
Solstheim Overhaul Pack Project
Morrowind Modding History Index
MMOG Morrowind Merged Objects Generator
TES3cmd GetItemCount strip tool
The Lost City by Atropos moved/NOMified
MGE-XE Grass for The Lost City moved
Melian's Teleport Leveled Marks Patch
tes3cmd reversed black lights generator
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.
Only if you are interested in bad pronunciation (well, except for the Nerevarine reading her journal notes here and there), modded to the brim Morrowind streaming...
Note: I'm keeping this article for historical reason, but now that we have tes3merge probably there is no more need to use testool for this, see this video for details.
I am assuming here you already know why it is useful to have a merged_objects.esp generated by TESTool,
Problem is, often TESTool crashes (probably due to a buffer overflow error) when computing a long mod list.
Note: I'm keeping this article for historical reason, but now that we have tes3merge probably there is no more need to use testool for this, see this video for details.
Another chapter on our quest for the holy merged_objects.esp :-)
I am assuming here you already know why it is useful to have a merged_objects.esp generated by TESTool.
Problem is, often TESTool crashes (probably due to a buffer overflow error) when computing a long mod list.
So far, a frequently used workaround has been to do something like this:
- divide your loaded mods in smaller groups
- set first mod group as loaded
- generate merged_objects.esp
- rename merged_objects to merged_obj1.esp
- set second mod group as loaded
- generate merged_objects.esp
- rename merged_objects to merged_obj2.esp...
and so on,
then finally merge merged_obj1.esp ... merged_obj2.esp to a final Merged_Objects.esp
updated to version 1.10: now compatible with Tamriel Rebuilt - Sacred East 1.5, TR Indoril windows added
You can travel by boat, ship and river strider in real time. Now compatible with Tamriel Rebuilt - Sacred East v1.5 update.