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  1. Hrnchamd
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    • 51 posts
    • 88 kudos
    MCP Version 2.4 is released.

    This is mainly to address the 'Access denied' issue in the patch program. It should solve it for most people.

    There are also bonus gameplay options:

    - Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit.
    - Ownership tooltip. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned".

    A full set of changes are listed in the changelog, and as always more details on each patch are in the patcher application.

    Watch the skies!
  2. StaticNation
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    2.5 was released on the Mod Community Discord Page last year, simply type User:Hrnchamd has:file in the search field on the modding room.

    discord gg / Bn3wgmK
  3. fragonard
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    • 57 posts
    • 0 kudos
    I'm having a problem with the MCP beta. I post here because posting isn't allowed at the skunk works site. The issue is a change in the reflect spell bug fix. With the beta, other spells are affected instead of just absorb health. With the fix selected, reflect bypasses resistances so, for example, a Nord with 100% frost resistance takes full damage from a reflected frost damage spell.
  4. abc123guy
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    • 722 posts
    • 6 kudos
  5. dom77us
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    • 2 kudos
    I have Morrowind GOTY from GOG installed.

    If I install MCP 2.4, using only the recommended patches, I get "D3DX error 88760b59" and no picture whenever I use print screen.
    If I install v2.2 and use only the recommended patches, I get no error and I can take a screen shot.
    Any patches I've added to the v2.2 install, except the "map expansion (for Tamriel Rebuilt)" and I get the same D3DX error.

    The only thing installed beside the GOTY is MGE XE.
    The problem was there before I added MGE. I added it to skip through the intro scenes faster while I was trying to figure this out.

    If I have my head where the sun don't shine and am missing something simple please tell me.
    If not, help!
  6. GGPoohBah
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    • 1 posts
    • 0 kudos
    Still running into a problem with the drain/fortify bug were if you get an attribute drained while it's fortified it doesn't allow you to restore it's original value. I have 100 + 20 (Fist of Randagulf) + 20 (Vampirism) strength but when it gets drained the bonus from vampirism is "absorbed" into the base and it just becomes 100 + 20 (Fist of Randagulf). I'm using Vampire Embrace/Hunger if that changes anything.

    EDIT: It fixes itself when you feed using the vampire mod. Not sure if it was the mod's way of working around the drain glitch or not since MCP wasn't around back then. All good.
  7. SpaceDevo
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    • 564 posts
    • 9 kudos
    Any chance you can fix the Fortify Magicka issue detailed in this mod?
  8. blucenere
    • member
    • 1 posts
    • 0 kudos
    I would like to "improve" the stealing part to allow stealing worn items from knocked-out targets (usefule when you want to get clothes without killing the target)
    I would try to mod it by myself, but i don't know where to start......suggestions?
  9. BouncesHisFeet
    • member
    • 47 posts
    • 0 kudos
    "Now any NPC that barters should no longer equip anything you sell them." ... but that's one of the coolest little things in Morrowind! I always loved how you'd sell something expensive to a merchant and they equip it themselves. They bought it, so it's theirs to do whatever with. One man's bug is another man's treasure I guess.
  10. grasscid
    • member
    • 936 posts
    • 40 kudos
    do you think you could add an option to the code patch for future versions that does the same thing to fortify magicka and fortify stamina spells/enchantments as it does to fortify health? Fortify magicka constant effects are very annoying to use in vanilla since once you use up the extra magicka you'll only regenerate it back to your actual maximum, and if you use up your magicka completely removing said item will send it into the negatives and take a VERY long time for it to regenerate via resting or potions.
  11. Kalideoscope
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    • 8 posts
    • 0 kudos
    Installation isn't working for me. The installer (Morrowind Code Patch) is in the Morrowind directory, but attempting to run it generates this error:
    Traceback (most recent call last):
    File "", line 621, in <module>
    File "", line 272, in __init__
    File "", line 311, in merge_defaults
    File "", line 301, in get_default_install
    FileNotFoundError: [Errno 2] No such file or directory: 'mcpatch/default'

    1. ShawnDriscoll
      • member
      • 6,564 posts
      • 59 kudos
      There's a readme that comes with it that you need to read for installing. Basically, Python is saying filenotfound.
    2. Kalideoscope
      • member
      • 8 posts
      • 0 kudos
      I figured it out, thanks!
    3. stevusbeavus
      • member
      • 3 posts
      • 0 kudos
      What did you do? I'm having the same problem and can't seem to figure it out after much scouring.

      EDIT: Aw.. I'm an idiot. I failed to copy the "mcpatch" folder into my Morrowind folder.. I miss clicked or something when extracting the file.