Morrowind

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Polemos

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  1. polemos
    polemos
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    I have spent hundreds of hours in this project guys. I hope you like it.

    The source code can be found, PR and downloaded in github here. Sorry for the delay.
    Please do note that it is optimized for standalone usage (as an executable)...

    Note: Before posting a bug report about the installers, do a "Full Refresh". It fixes things in between version updates.
    Note2: Please supply the error log when submitting bugs.

    The guide for my fork can be found in it's Github Wiki, if you wish to preview it.
    It is updated so it has a lot of differences with the guides of other Wrye Mash forks/versions.

    My fork of Wrye Mash works best when in synergy with TES3CMD.
    Do yourself a favor and get it. You need the standalone version and having it inside the "Data Files" directory.

    Notes:
    Spoiler:  
    Show

    For another take in Wrye Mash, you may try Sharlikan's fork of Wrye Mash: Sharlikan's Wrye Mash Collection.
  2. polemos
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    Status: Working on the next version.

    What is ready in the upcoming v101:

    Spoiler:  
    Show
  3. polemos
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    Wrye Mash Polemos fork Main Features:
    Spoiler:  
    Show


    (For bug fixes and other stuff check the changelog)
  4. polemos
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    OpenMW compatibility:

    Wrye Mash for OpenMW (in the future also for TES3mp) alpha has been released.
    It is sharing the same code base as Wrye Mash Polemos fork. The goal is for both Original Morrowind and OpenMW/TES3mp versions of Wrye Mash (by Polemos) to converge into a single profile based solution.

    Until that time here is the link to the home of the development branch of the OpenMW/TES3mp version.
  5. polemos
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    Guides:

    1. For Wrye Mash Polemos fork:
    2. Mod Guides and lists:
  6. polemos
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    Announcement.
    v101beta5 version (and later) has implemented the MWSE increased 1024 max plugins limit (thanks Nullcascade and Greatness7 for your GitHub commits). This can be enabled on the advanced tab on the settings dialog.

    Any issues regarding MWSE and it's 1024 mods implementation should be directed to the MWSE devs, nevertheless any issues with the Wrye Mash implementation of supporting the aforementioned feature should be directed here.
  7. Dolsebela
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    When i tell you i've been working on this a while it means i barely slept all weekend and i have been modding elder scrolls since i first got it too long ago. Yet i have no idea what i can do to get around the load list limit, it just won't let me. The experimental setting doesn't work, the mashed patch doesn't work - and wasn't that meant to uncheck merged mods or was that only bashed patch in wrye bash? I can't play until i can check the last 48 or so... any help on getting the extended load list to actually function?
  8. Starblast16
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    How do I get it to recognize that MWSE has increased the mod limit?
    Edit: Nvm. I'm blind.
  9. Mondriaan456
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    I think I experimented a bit too much. I had first installed Mod Organizer 2, but it does not put anything in my data files, so I downloaded and installed Wrye Mash and everything worked properly. At one point I tried to link .7zip files to MO 2, now the installer of Wrye Mash doesn't work anymore, the installer talks about repacking the archive but MO 2 has no problems.I much prefer to use Wrye because I have experienced it as a very valuable app in the past. The error message I get is:7z module is unable to read archive. Try extracting it and then repacking it before trying again.
    1. HazardDuty
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      Uhh the point of using MO2 is that it doesn't put anything in your data files. You need to run the game exe through MO2, and all the mods will be deployed at game start. Also you can add Wrye Mash to MO2 and run in through it, so you get the best of both worlds.
  10. Oblivionaddicted
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    When I use the repair all function I get this message

    Traceback (most recent call last):
      File "mash\masher.pyo", line 9996, in Execute
      File "mash\mosh.pyo", line 6513, in addMasters
      File "mash\mosh.pyo", line 6564, in addMaster
      File "mash\merrors.pyo", line 115, in __init__
    UnicodeDecodeError: 'ascii' codec can't decode byte 0xe9 in position 31: ordinal not in range(128)
    Traceback (most recent call last):
      File "mash\masher.pyo", line 9996, in Execute
      File "mash\mosh.pyo", line 6513, in addMasters
      File "mash\mosh.pyo", line 6564, in addMaster
      File "mash\merrors.pyo", line 115, in __init__
    UnicodeDecodeError: 'ascii' codec can't decode byte 0xe9 in position 31: ordinal not in range(128)

    since many records have become duplicates since I updated Tamriel Rebuilt this is a huge problem.
  11. Oblivionaddicted
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    I installed"Wrye Mash 2019 x64 - Installer" and everytime I start mash64.exe it displays the configuration wizard. I installed Morrowind outisde of the program files directories.

    How can I fix it?

    EDIT: I hap to copy settings.pkl from another install and changed the folder of Morrowind. Now everytime i run mash64 it prompts me to choose the installers directory since it never records it.

    How can I fix it?
    1. yohannesjf
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      Install the Wrye Mash 2021 - x64 - beta6 - manual installation archive over your existing install and replace when asked. That fixed the issue for me.
    2. Oblivionaddicted
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      Thank you very much! :-)

      EDIT: Now I can run Wrye Mash but the repair all function doesn't work.
  12. guildmasterlondon
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    This is really great and has made managing mods so much easier. I do have a question though and I would be very grateful if someone could answer. I want to use the TES3CMD clean option on the Morrowind esm, Tribunal esm and Bloodmoon esm, but I don't know if it will mess anything up, I also have the Tamriel Rebuilt mod and the Morrowind official plugins and I would also like to use the TES3CMD cleaner on them as well.
  13. Dario1980
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    Note that with Wrye Mash you have to activate .bsa. They won't get automatically activated.

    See here on how to do so: https://danaeplays.thenet.sk/wrye-mash/
  14. heX10
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    Getting the locale error when trying to start mash64 with the newest beta. No idea where to even begin troubleshooting. My PCs language is in english.
  15. Dimmu
    Dimmu
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    EDIT: NVM
  16. Dario1980
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    hello,
    I have an odd issue, it's cosmetic, but it bothers me a lot.

    Usually, when you install a mod, you get a green + near them.

    But these days, after installing them (correctly, because every file matches and the mod works), the green + won't appear.

    This issue leaves me a little irked.