MORROWIND
The Symphony by SymphonyTeam
Morrowind » Overhauls
Added: 17/02/2016 - 09:02PM
Updated: 14/10/2017 - 11:15PM

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1.7 Latest version

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Uploaded by HedgeHog12

Description

Last updated at 23:15, 14 Oct 2017 Uploaded at 21:02, 17 Feb 2016


TES III

 MORROWIND 
THE SYMPHONY
v 1.7





What is The Symphony?
 The Symphony is a large project that seeks to improve Morrowind's graphical components to the level of later titles.
 In fact, it is an attempt to creatively rethink all models in the game.
 Rather than simply repeating the 2002 designs with more polygons, we remade everything from scratch in a way we think conforms better to the game's setting -- a careful study of the living conditions and the creation of "realistic" elements for these.
 These redesigns not only include models and textures but also animations and scripts that change the behavior of creatures and weapons.
 It is not dictation, but an essay in "how I see Morrowind" after 10 years of "sitting" in it.


The Project uses all known abilities of the game engine--scripts, effects, textures, animations--many of which could not be used in those early years.

Highly recommend programs to use alongside the Project:

 Morrowind Code Patch
 Corrects numerous bugs and activates a number of important scripting functions for the engine.

 Morrowind Graphics Extender XE
 Renders distant terrain, scenery shadows, high quality shaders, UI scaling and other features.

 4GB Patch
 A tool that patches any x86 executable so that it can access 4GB of memory instead of just 2GB.
 The Project actively uses RAM -- normally more than 1.7 GB.
 Now included with the Morrowind Code Patch as of Version 2.3.

It is also recommended to reset the cell cache in your Morrowind.ini file (see installation directory) to reduce the flow of RAM:

 Interior Cell Buffer=0
 Exterior Cell Buffer=0

The Project can be used in conjunction with the Unofficial Morrowind Patch, although ideally it is necessary to conduct separate syncs.


Why the name "Symphony"?
 A symphony is a harmonic connection, a combination of something. For example: a symphony of colors, a symphony of sounds, etc.
 It can also mean a collection of one or more compositions, consisting of the same words or meanings.


Symphony!
 All "Better" Project series in one performance, style and quality -- united in harmonious interaction.
 They complement each other -- a natural joining of all suites.
 Suite: A set of compositions, arranged to be played as one work.
 Suit: A set of similar garments designed to be worn together.
 Like a suit of armor for Morrowind that replaces and complements each piece.

Symphony!
 These revisions examine the old meshes through "gaps" of new opportunities, created suites for these ideas, which finally became the Symphony -- a  unity of techniques, meaning and content.
 A single entity that completely changes the game!

Symphony!
 A project for improving the graphics and technical achievements for this old but amazing title from the Golden Age of Great Games!

Symphony!
 Completely remakes all creatures, armors, weapons, lamps, items, etc.
 Statics, containers and activators remain unchanged.
 Updated objects get new meshes, textures, icons and numerous animations.
 Lots of new material.
 During the Project's development we found many new interesting features and techniques for working with meshes, textures and scripts.


Details

New Creatures (M -100%, T-30%, B-0%)

 New meshes for all of Vvardenfell, except the Heart of Lorkhan.
 Some new models for Tribunal.
 Many creatures get new animations which affect gameplay.
 For example, almost all creatures have learned how to block melee attacks.

New Weapons (100% MTB) Morrowind, Tribunal, Bloodmoon.
 Added various animations.
 For example, some weapons only expand during attack.
 Whip? Battle flail? Predator spear? It is possible!

New Armors (99% MTB)
 Added some animations.
 Found new possibilities.
 For example, the moving parts of the cuirass, in time will match the movements of its user.
Now all Stalhrim and Nord armors are integrated into ver 1.7 of Symphony.
But You can use Separate versions of it, without Symphony sources.

Separate Stalhrim Equipment plugin.
Separate Skaal Equipment plugin.

New Lights (100% MTB)
 Added animation to fire pit.
 For example, fires react to weather changes.

New Spell Effects
 Each effect has a unique model.

New Ingredients, Tools, Potions & Books (100% MTB)

1 IDE = 1 model.
 - 99.9% unique objects.
 - More than 9.5 th. texture files.
 * 99% of which are unique and use special settings to obtain interesting effects.
 - More than 8 th. NIF files.
 - More than 3.4 th. new icon files.
 - More than 90 new images for books.
 - Approximately 150 new sound files. 


Project Versions

 Lite
 Nothing new, changed only the original objects. Weight of the ESP is 2.5 mb.
 This is the most stable version of the Project.

 Full
 Adds a lot of new game features. Weight of the ESP is more than 9 mb.

 This is the FULL version of the Project. Includes all materials.
 Several new quests, lots of new items and creatures, new locations and some modified original locations.
 With secret Dwemer armor and a separate story for its restoration. 
 More than 1000 scripts! 
 Almost all creatures receive special scripts to greatly expand their possibilities.

 Additional Content
 - New books about creatures and weapons.
 - More than 50 volumes of new books with a detailed description of the creatures in the province. Habits, interesting facts, anatomy. 
 - Near 10 volumes describing of all known weapons.
 - Separate plugin which changes all magic effects.
 - New book menu, enchanting effects and rain.
 - Small plugin adding warm Legionnaire's armor on Solstheim.

 Compatibility
 Most materials are added from start scripts and do not affect leveled lists directly.
 The Project is made with an eye for maximum compatibility with other mods.


All these, taken together, make a symphony.
Possibility, methods, results.
For long life to this great game!

That was the good news!

Now the bad ;)
 All the most interesting is written in Russian.
 New quests, books and dialogues about the history of Nirn and its future.
 Book textures are also partly in Russian, but there's now a patch for this.

 The Project completely updates Vvardenfell and largely updates Tribunal.
 Bloodmoon, however, remains unchanged.
 There are many thoughts and ideas surrounding these expansions and their items and quests.
 I hope with time they will be implemented.

System Requirements
 Video: GeForce 9600 GT (2008) EA or better.
 *Like Radeon 270x. Bus speed 256x!
 Ram: DDR2\3\4 more than 2gb.
 CPU: Intel Corei7 2.5 Ggz.
 HDD: More than 8gb.

More Screenshots
 Gallery
 


Project Files



Archive Versions

 (Here is) Standard - For the game only. All resources are in BSA archives. 
 This version is not recommended for modding, except for creating simple plugins. 

 Full Version - For mod-makers only.
 With the uncompressed NIF resources and 3D Source files.
 Includes a collection of notes for working with NifSkope and 3ds Max.
 If you want the Full version of the Project, please request it on our Forum.


ESP Files

Basic Files
@_suitelite_v1.7(en).esp -The basic English version of the master file. All the standard objects get new meshes. No new content are added.
No needed to activate  "@_bm_patch_v1.7(en).esp" with this version!
@_SuiteLite(GR).esp - The German version of the master file.
@_SuiteLite_v1.7(RU).esp - Russian version. 

@_Symphony_the_v1.7(RU)FULL.esp - Main Project file.
 All bonuses, scripts, quests, creatures, game features and so on are here.
 Language is in Russian.
*scripted light, stalhrim armors, nord silver weapons, bear&wolf armors, fabricants, magic effects are integrated.

@_Symphony_the_v1.7(EN)FULL.esp - Main Project file.
 All bonuses, scripts, quests, creatures, game features and so on are here.
 Language is in English.
*scripted light, stalhrim armors, nord silver weapons, bear&wolf armors, fabricants, magic effects are integrated.
Translated more than 80%  version of the Project's. New books and dialogues on Russian.
+ scripts messages.
+ few small books and dialogues.

@_Symphony_the_v1.7(__)TEST.esp - TEST versions. Ru\En.
 Test locations for quick access to different parts of the Project.
*All other are same like as in FULL version.

@_Symphony_the_v1.7(__)Compatible.esp- base versions, but without Spell Effects and exteriror locations. Ru\En.
For better compatible with some other Overhauls.
Reduced Exterior of Imperial forts and cave of Dagoth Yr.
*All other are same like as in FULL version.
@_effct(en).esp - spell effects. Which was reduced from here. If You want to activate it again, use this file.
@_imperial_forts.esp - exterior locations. Only for this version!

@_Symphony_the_v1.7(En)Lait.esp- Only English. Base version of Symphony without new dialogues, books, NPC, locations.
It's very reduced version. But All creatures\armors\weapons\items have a scripts.
Seems this version translated on 100% :D
Else, not sure about stability of this version. Just not make a good test for it.
*All other are same like as in FULL version.

@_bm_patch_v1.7(__).esp - Patch for Bloodmoon. Activated all other items which have a scripts there.
Some books, items, stalhrim ore + add small bonus for Stalhrim's Armor Quest.
For better stability this was extracted from Base master files.
High recommend to activation with a Full versions of the master files!

 All versions are required to start a new game!
But if You have saves from 1.5 version of Symhony, You can to try to use them.
Well, not sure about normal working of it. Be better to Start new game -_- But, You can try to not do it.



Optional Files
@_bm_riverguards(__).esp - Guards and hunter instead reavers on Solstheim. En\Ru.
@_bm_legionsnowarmor(__).esp - Added a new warm armor to the Imperial Legion forton Solstheim. En\Ru.

@_AboutCreaturesBK.esp
- 50 volumes about the creatures of the province.
 All placed in the game world, with a small quest to collect them.
 Language is in Russian. The total amount of text spans over 140 pages in MSWord.
 @_AboutWeaponsBK.esp - 25 volumes about the weapons of the province.
 All are added from start scripts to certain traders.
 Language is in Russian. More than 50 pages in MSWord.


Textless Files
 @_arrowSpeed.esp - Equalizes the maximum and minimum flight speed of arrows and bolts.
 This improves the accuracy of shooting for both NPCs and creatures.
 @_Sympfony_theDCR.esp  - Lowers the armor rating of some creatures. Optional; only for Full version of the Project!

 +W_R_Fix -  Optional pluginless replacer for all default creature and weapon meshes.
 Make sure to backup your R and W folders before installing!
 Symphony BSA files are still required for object textures.


Note about "Scripted Light".
(now this plug was integrated into Main Esp files) (but the page will be still available some time)

*******************************
This plugin makes all of lights are portable!
Maybe it's like the "lights_300" mod.

However, it`s have many improvements!
+ you can move large brazier.
+ you can move the large candle holders.
+ almost all the lantern\candles can carry in your hands.
+ large torches and candles from graves, also can be use and move.
+ also added a spell to pack the large light fixtures.
+ You can pick up the brazier from the Daedric temples and Velothi towers or tombs.
+ You can pick up the large torches or candles holders and transfer them into your house.
+ You can destroy the light sconce and get candles from them.
+ You can destroy torches in tombs.
- You can't move firepits. But you can destroy them!
*******************************
How it works.
*******************************
For packaging and destroying lightings you should get a new spell!
For this:
Go to the corpse a poor Processus Vitellius and read the note from him. (this thing may require Start a new game, or the script)
Now you will be able to use a new spells!

To grab the lamps:
Stand close up to the lamp and use the new spell.
In your bag will be added a new item.
To activate them, just drop it to the world and use "moove lamp" ability.
*Scull candles from Tombs and the large torches are added to inventory with using of this spell.
*You can carry them in You hand.

To move the lamps:
Stand close up to the lamp and press the stealth button on keyboard, wait a few seconds.
Now you can moved and the lamp will be move near with you.
Disable the stealth mode and the lamp will remain at the new position.
*You can move only one lamp!

*Large lamps (like Daedra braziers) take a lot of fatigue and require high Strength!
*To move the Daedra and 6-th houses braziers You need the Strength more than 150.
*To move the Velothi brazier You need the Strength more 120.
*To move the Mournhold lamps You need the Strength more 110.
*Torches and large candle holders are moved at any value of the Strength and don`t damage the fatigue.

To destroy the lamp:
 Read the spell of the lamp destruction and all static lamps (chandelier,
torches, firepits) from 512 units radius will be destroyed.
If you read the spell near the chandelier, the candles from him added to you bag.
Also You can grab the soulgems from some lamps in the tombs.
*You need stand clouse up from them.
*Chandeliers, open fires and chandeliers will be restored at the second visit to the cell.
*Lamps with soulgems are not restored!
*Affected only on fires, chandeliers, sconces and fixed in the walls static torches!
*******************************
*Some lamps are left unchanged! Large lanterns and some rare candles ID are left as static.
It`s static and indestructible:
light_de_streetlight - because in street.
lantern_off - because is OFF.
light_dwrv - because is Dwemer.
Light_sotha - because like Dwemer.
light_torch_01 - because like Dwemer.
*******************************
Known bug.
- light from the moved lightings will not be updated until your re-visiting to this location.
It`s engine bug(
 *******************************
- This is partially compatible with the "lights_300" mod.

Project Forum
 The Assimilation Lab
 
Here you can find the newest master files for the Project, help with translation, or report bugs.

WARNING!
 If you install the Project, be sure to uninstall all of HedgeHog12's "Better" series plugins!
 These include Better Armors (BA), Better Weapons (BW), Better Creatures (BC), and Better Items (BI). 


Recommended mods to use alongside The Symphony:
Dagon Fell Updated.


Other Nexus pages of interest:

 nexusmods.com/morrowind/mods/44824 - Modular plugins from The Symphony.
 nexusmods.com/morrowind/mods/44523 - A few animations extracted from Symphony, including some for the AnimKit.
 nexusmods.com/morrowind/mods/44223 - Shaders that look nice with The Symphony.
 nexusmods.com/morrowind/mods/43613 - Some separate stuff from Symphony.
 nexusmods.com/morrowind/mods/43609 - Backside shield sling for non-combat. Uses shield resources from Symphony.
 nexusmods.com/morrowind/mods/44859 - One-handed idle animation replacer for AnimKit. Extracted from Symphony's base_anim file.



Version Mirrors

 Nexus

This file is split into several files for ease of download.
Removed additional screenshots and some optional files to reduce archive size.
Installer in RAR archive!



 Ya-Disk (Up to 1.7)
   Same files! Like here, installer in 7z archive. Single file.

 Tracker/Torrent (Up to 1.7)
  Same files! Like here. But without RAR.

 The Assimilation Lab (still 1.5 version)
  2.1gb size - 7z ultra compression for reduced size.  
  Content is identical to the Tracker version but without the installer and history screenshots from 2003-2014.
  Use 7z only for unpacking!

  @symphonythe(1.5)(st)(part1)(esp_snd_rdme).7z -- ESP files, readmes and sound files for the Project!
  @symphonythe(1.5)(st)(part2)bsa(n1_2_3_4_6).7z -- BSA files.
  @symphonythe(1.5)(st)(part3)bsa(n5_7).7z -- More BSA files.




Installation

On 1.7 version.
1. Download all parts of multi volume archive:
2. Put all it to Empty folder.
rename them!
Symphony1.7part1-43790-1-7.rar ->Symphony1.7.part1.rar
and etc.
.part - is very important!
Symphony1.7.part1.rar
Symphony1.7.part2.rar
Symphony1.7.part3.rar
And verity Checksum (optional)

3. Extract installer files to another empty folder:
SymphonySetup.exe
SymphonySetup-1a.bin
SymphonySetup-1b.bin
SymphonySetup-1c.bin

4. And Start "SymphonySetup.exe" to Install\Update "Symphony_the" in Your Morrowind!

It All.

*log of installation can be found in "Documents" folder.
*installer no make any changes in OS.
*installer have no Malware or else something wrong :D
*installer was made by SymphonyTeam (C).
*if someone want's to update it, for better usability, contact me.


ON 1.5 version! (now, it's not actual, but just for history only  :D )
Unpack to an empty folder:

 @Symphony_The(1.5)(St)\FILES\BSAs
 BSA files. Copy or move to Morrowind\Data Files, and then register them in your MW.ini file using the BSA Registration Utility.

 @Symphony_The(1.5)(St)\FILES\ESPs\EN
 ESP files, in English. Copy or move all to Morrowind\Data Files, run the launcher and select these plugins.

 @Symphony_The(1.5)(St)\FILES\ESPs\All(notNeedTranslate)
 ESP files that require no translation. Same steps as above.

 @Symphony_The(1.5)(St)\FILES\SNDs\Data Files
 Sound files. Copy or move all folder to Morrowind\Data Files and replace all original folders.
 Don't worry, no original files will be overwritten.

 @Symphony_The(1.5)(St)\FILES\SNDs\EN
 These are the English voices for Yagrum, Lord Vivec and Dagoth Ur.
 Copy or move AFTER installing the above sound files and overwrite when prompted.


  @Symphony_The(1.5)(St)\FILES\@_patches\
  Optional patch files that include models with different reflection settings.
  Not better or worse, just different--if you care to experiment.

  @_patches\@Rain_Enchant_Anim folder contents
  - New mesh for journal\book menus
  - New textures for enchantments
  - Animation tweaks
  - Alternate rain effects


Videos

Change video settings to 1080p for best visuals.





Battle in Dwemer Ruins




New Spell Effects



Unused content.
These models are not involved in the actual game but can be found in test cells.

*Vivec's World: A possible plane of Oblivion.
*Dwemer Turrets: Heavily armored defense mechanisms.





Ode to Morrowind
Morrow Wind - the wind of tomorrow, heartening with anticipation of great deeds, fascinating discoveries and incredible journeys; bringing forth images of fantastic days which lead by myriad of trails to the crimson red stormy sky of the majestically calm Red Mountain.
Oh unbelievable, enigmatic Morrowind, he who connects contradictions, adjoins what cannot be united, charming, mysterious and taking us away from this fleeting world to the land of accomplished dreams and fulfilled aspirations. You strike us with awe, entrance with your charms, infecting our mind and pervading our existence. May you live to your name, be praised for your beauty and be honored duly! You are the province of a strange world, a game for PC, mental amusement, phenomenon that was naturally determined but opposed to commonplaceness, a precious fruit produced by legion of stacked events.
Morrowind the Great, for more than decade already you amuse multitude of users throughout the globe, continue to live and collect rich harvest of plug-ins, compositions of lore adepts, fan art creations, new sites and forums. With perfect calm you gaze at two huge and highly advertised sequels, tons of un-lore fan fiction and an upcoming shocking appearance of massively multiplayer online disgrace. Unwilling to lose any ground, you continue to stand out against a background of flaws and weaknesses of your surrogates with your inspirational uniqueness. We honor you for this!
So how do you manage this? What is your secret and the source of such persistent vitality? And what are you at the end of 2012? Perhaps we would understand this, if we imagined you as an odd prism which strangely refracts the history of the real world and interweaves with it the fantasies and myths that came true? Or maybe we should think of an unfinished mysterious painting, which invites you to add something into it? Yes! This is what gives you durability, makes you eternally new and interesting; thanks to this you are growing ever more complex and magnificent! And from this derives the fame of plugin-makers - world-builders and program-creators - inspiring the young and solacing those who are tired of feats of arms, as well as:
- Possibility of mastering the skills of composing, rendition and typing quickly.
- The benefit of logical exercises: the search for errors in texts - the thinking failures that distorted them.
- An upgrade for 3D-modeling novice and amusement for guru in a mood to limber up fingers against a mouse.
- A source of overwhelming forum flood, but also of sensible questions that give an opportunity to display the love of your fellow men.
- A way to create a whole new world, complete with history and mysteries, in case there would be a desire that ambitious.


Oh Morrowind, we love you for the long strolls under the two moons, mystic views of Ashland and calm waters beyond Vivec. We love you for repose from everyday bustle, for the fairy-tale story we read from your books and hear from the creatures that populate you - the story that we run through ourselves. You are unique for everybody, because everyone can find something personal in you and leave a lasting mark in your history.
Oh Morrowind, you embrace only the very best while patiently enduring childish pranks of newbies who only begin to discover you. You were forged by decade-long tests on various hardware, and cultivated by efforts of many modders, whose work is carefully preserved along with your copies. There is multitude of works written in your honor; the artists, inspired by your scenery, create pictures of incredible beauty. You can rouse even the lazy to creativity, and leave no one indifferent.
Your durability is tested by your offspring well enough, yet you are steady on your legs and don't demand animating patches and reviving addons. Remembering your origins and revering the memory of past modders, you mourn over bygone fame of your creators and remind them of former dignity and creative might, which they now can only imitate, producing new clones - your pathetic shadows. Alas, your fathers are now listening to the false oracles of financial success and forgot their first love and her inspirations.
Morrowind. The Great. The Legendary. The Ancient. The True.
Almost twelve years have passed!

What a long life it really is for a computer game, which usually lasts from a year to three and after that remains only in archives of sites or even completely sinks into oblivion. Only selected few, carefully preserved, occupy places of honor on shelves and hard drives. But even they, gradually loosing novelty and attractiveness, eventually become squeezed dry, and looking at them now you feel only good memories of first PC, youth and gamer's fervor.
Almost twelve years! A lot of time.

So much hardware was broken, so many games were completed. During this period tiny brook of first Pentiums poured out as a mighty waterfall of pocket gadgets. It is terrible to think, how many generations of processors, chip sets, graphics cards and hard drives passed after all these years. And how many companies, which at times had very creative approaches and interesting ideas, were trampled or devoured by gigantic corporations.
Do you remember epic VooDoo with its Glide, Ati Radeon, which so remarkably applied Truforms and n-patches and early TI-titaniums 4200, which allowed us to experience Morrowind with first shaders? And what about legendary Matrox which brought wonderful depth of color and perfect fonts?
First shaders, second, third... DirectX number 7, 8, 9, 10 and 11! Pleasant modem singing was superseded by silent Wi-Fi wind of gigabit networks. Mailboxes grew wings and flew up to the great stormy cloud storages. And hard drives, having completed all stages of growth, have reborn and took an opposite direction, replacing sturdy steel covered ten-gigabyte Maxtors with sad little boxes of flash drives. Forty gigabytes of unreliability equaled them in size with diskettes from hoary antiquity.
Ancient little floppy disk drives vanished together with their ports, along with glorious IDE with its wide ribbon cables of parallel PATA interface, making space for multitude of USB and Serial ATA ports on the sides of motherboards. Then even they started to decay, gradually merging with processors and graphics cards. The advance of RAM just passed the mark "DDR3"...
So many things changed during these ten or twelve feverish years of desperate growth of computer industry! PC successfully jumped from wide back of open architecture onto slippery path of mobility with its Java-script, exchanging thorough quality of work tool for a smirk mask of total entertainment that is constantly chasing for tyrannical "novelty".

Indeed, once you think about Morrowind's history for a little while, you get the complete picture of its antiquity. Really, there are not many games, which stood the same test of time meanwhile preserving wide audience of admirers, like Morrowind. Among other things, it saw many ореrаting systems: 
- The epic "Windows 98", for which it was actually made for. Now how surprising is that?
- The unforgettable "Windows ME", which superseded its ancestor in distant 2000.
- The formally outdated, but stubbornly rejecting this notion, "Windows XP", veteran and long-liver of the computer world.
- "Windows 2000", which actually firmly held its niche for some time.
"Vista" and "Windows 7", which was recently updated to "Windows 8" and characterized by fanciful, grotesque and pleasantly disorienting interface.
Meanwhile, "apples" changed their PPC for little lions and leopards; odd cyborgs and other strange creatures also made their appearance, considerably decreasing the number of opened windows.

The air grows thicker, the clouds turn black, the sun of small studios waned and greenish shadows fell onto the world. Can it be a sign of a coming storm which will break the steady pace of time with a mighty hurricane of total change?
During these years noisy, grumpily rumbling computers crawled away from their places of honor on the desks into drawers and coat pockets, and transformed into silent LED netbooks and tablets, thin and lightweight, just like their contents. Complex program packages, sets of selected games and heaps of obscure, but really important software, carefully collected from various suspicious web-sites, were replaced with something single, something that combines everything that is possible, which name is "browser"!
Just browser, which allows you to do any kind of tasks, starting from editing texts and photographs and finishing with innocent killing of time and intellect by way of playing the so called "games". Also, with this wondrous tool you can sluggishly post flood on forums while watching "high-quality" movies and broadcasts on-line.

Yes, almost everything boiled down to the Internet, and only a handful of faulty sectors liven up the dead, empty landscape inside modern disc storages.
It seems that everything turned still in grayish glory of aluminium and dazzling silence of rounded cubes design of the future that actually happened, future which brought quiet on-line night to deserted yards of residential areas.
But Morrowind is still around! Ancient, epic and glorious, he sets an example of quality for computer games, and we inevitably return to him whenever we get fed up again with worthless stuff that giants of industry treat us. Despite everything, he continues to exist in hundreds of thousands of copies, getting with time only more interesting and attractive, increasing in size, absorbing wealth of epic quests, wonderful models and textures made by plugin-makers, who become fairly skilled in the course of this decade.
Morrowind, a blazing fire fern sprout on the bare, ashy slopes of sleeping volcano of Life, which was fiercely erupting in early 00's, did not evaporated nor disappeared, and didn't even hide under the dust that covered shelves with old discs. On the contrary, it occupies a prominent place among the folders with downloaded plug-ins, screenshots, related software and old concept art of developers. And he is not going to vacate it at all!

Having secured a place in history thanks to its thrilling story, mystic atmosphere and unique feeling of freedom, he still rivets gamers' attention and amazes them so much, that they don't even think to break off with this imperious Master, who slyly winks at them with low-size textured eye on low-polygonal head of unforgettable Jiub The Cabin Dweller.
And what is the most surprising; it never foists itself, never brags about new technologies, never forcibly drags people's attention, offering various preordered hats, and does not compel them with flashy posters and bonus achievements! Morrowind never disappointed us, and we love it for this, and for recollections of first days in Seyda Neen, memories of unforgettable moaning singing of a silt strider in the hazy distance, as well as the comfort of spotless Balmora houses, intricate labyrinth of Vivec channels, grayish wastes of Ashland and pristine valleys of Sheogoarath isles.

It is impossible to deny Vvardenfell's rich gifts, and once one accepts them, he will never forget this miraculous island, and will be returning to it again and again, if only in dreams.
While trudging through the marshes of Bitter Coast, clambering up the rocks of unwelcoming Molag Mar and strolling along the roads of magic Ascadian Isles, one is often amazed by hugeness of Morrowind, wealth of its colors and diversity of its exotic landscape. The architecture of its great cities is no less astonishing. The images of massive Mournhold, stately Vivec, unbelievable Sadrith-Mora, fantastic Ald-Ruhn and festive Balmora are forever imprinted in the imagination of any true fan.
Only you are the master of this world, and you are its creator. Even though it doesn't owe to you its original making, it is you now who governs its destiny, rewrites its history, and alters the landscape, life and laws of creatures that inhabit it.
Modern games are no match to Morrowind. Its saves are located in the parent folder, it is stable, and its engine is simple and undemanding. Its uniqueness, diversity and depth of plot allow endless flight of fancy and induce thoughts about enigmas of lore and mysteries of the Dwemer. Only you can choose how to play, which rules will your avatar follow and how he will behave, being limited only by your conscience and common sense.

Alas, this kind of entertainment is so rare in our troubled time...
Ours is the time of cold statistics of online boards with lists of "results". Ours is the time of "joy", measured by quantity of bonuses and visits, and curt, thoughtless reactions of an unnamed crowd. Ours is the time of imaginary fame and questionable accomplishments, hardcoded in the system of achievements which are limited in quantity and silly, uninteresting and useless in essence.
Well, "Wonderful" achievements for "wonderful" games! In our time, you can win fame of a Grand Blacksmith after "forging" the first sword. You can become a Legendary Explorer just having a peek into the first quest dungeon and Great Assassin - after murdering a host of peaceful NPC's for a tick in game journal.

No, in our Morrowind you will never encounter anything like this. There is no loosing of progress due to vicious schoolboy hackers. There is no need to anxiously and feverishly survey the screen while waiting for badass gear left after online battles. There are no admins who are intently watching over adherence to strict rules. There are no checkpoints, when you fear that the downtime will happen at the most inconvenient moment.
Morrowind is free from extraneous nonsense which hinders perception. Indeed, it has no use for it, since it was made to last long and doesn't have to lie, concealing defects. Its developers were people with ideas and vivid imagination, and they were clearly enthusiastic about their work and didn't mean to make quick money of it. The best part of it is that anybody can take over their creation and expand, improve or even completely change it!
One should only make a first step and not be afraid of seemingly old and simple engine, absence of modern shaders, "complex" AI and limited, at the first glance, capabilities of the editor. Once you begin, nothing would be able to stop your flight of fancy, and your work will find its place in this wonderful world. You would be amazed how harmoniously it blends with the existing pieces, but you really shouldn't be, since Morrowind have become your world already, so you know what exactly it needs.
Morrowind is an experienced mentor, a source of ideas and inspiration.
Morrowind is an attentive guardian who calms the mind with its peaceful atmosphere. Its warm graphics give comfort to the soul and joy to the eye.

Morrowind is home to which you wish to return and from where you start your incredible journeys. It is a place of solitude, bulwark and cozy dwelling, the doors of which are always opened for you.
Morrowind is an aged wine, which pleasantly warms you and makes you slightly drunk when you achieve success in your undertaking, be it a good script or a working model.
Morrowind is a training ground, where you learn how to attain your goals, modest at first but great later, because you will know how to finish plugins despite any challenges!
Morrowind is the beginning and the horizon, the event that is frozen in time, the morning star of 00's, the light and aid for the following years.
Morrowind is a thing in itself, a Dwemeri puzzle, an amusement for the mind.
Morrowind is the rarest diamond, showing new sides with passing years, which refract the light of acquired knowledge into new perspectives.
Morrowind is an artifact which exists in spite of everything.
Morrowind is like the heart that rests in the bowels of the Red Mountain, shrouded with mystery and consigned to oblivion. It is the conflux of powers and knowledge. It is the true heart of the Nirn.
Morrowind fascinates with its air of mystery and unworldly beauty, dispersed over the game universe into thousands pieces that could be found in dialogue texts, models, in the depths of Dwemeri mines and simplicity of Velothian buildings.

Only all this combined manifest it. Not lore, not texts, models or textures, but everything, gathered together, shows its real magic.
One can whether accept Morrowind and become the true Nerevar, the slayer of false gods and exposer of daedra's lies; or do not understand it, turning into another false incarnation, which passed through the ashlands during storm and failed to leave any tracks.
So that is Morrowind, mysterious and beautiful gray prince in worn bonemold armor, astride a white guar.
Very much alive and kicking, having burned flab of early plugins, covered in glorious armor of worthy replacers, daringly gazing at modern resolutions and laughing in face of new engines with their poor attempts at perfection, he is laying on his renewed face shadows and shaders and crowning with hyper-polygonal meshes and megatextures. He amuses himself with elegant scripts and new animations, reads charters from countless quests, speaks on many languages through multitude of his dwellers; contentedly bears on his mighty arms his foster offspring, naming them gloriously: OpenMW, SkyWind and, lastly, MorrOblivion, who suffered greatly from his grandparents, but is still alive. Boldly looking into future; confidentially relying on his true children and admirers; firm and handsome; a rear jewel made of gold and ivory; a spark of diamond among glimmering treasures in the dark, Morrowind the Great!
Be praised all users-Nerevarines, modders, lore adepts and artists of all peoples and times, who were carefully preserving his light during all these years! May his wonders never be depleted for us, and the secrets of the Dwemer never run out, illuminating us with new revelations and restoring the creators on the right path, which they forgot in Oblivion Time! May Skyrim chicken never peck his legacy, and may upcoming online battles spare him!
And may he, and all of us, live long and prosper!


The "Ode" was collectively composed by a group of oldfags, whose names are not known, on the 10-year anniversary of Morrowind.
Edited and translated by Onyx in 2013.