Morrowind

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alvazir

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alvazir

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About this mod

Collection of compatibility patches, fixes, mod expansions and tiny mods.

Requirements
Permissions and credits
Changelogs
Files:
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  • Each file contains Readme with details and credits
  • Mod requires only base game
  • Patch should be activated in addition to original plugin
  • Replacement Patch is used instead of original plugin, though resources (other mod files, if any) from original mod are needed
  • Engine specific options - different files for Morrowind engine and OpenMW
  • OpenMW-only - Morrowind engine doesn't need it or the patch won't work as intended

  • 17% Faster Walking Mod
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    This mod increases walking speed by 17%:
    - It's large enough to notice. You may easily notice it when guard comes right in the beginning.
    - It's not large enough value to break or unbalance something
    - Running speed is unchanged

    That strange number 17 came out as a result of walk/run speed formulas. Go any higher and running would turn into jogging for low-athletics characters.

    Install as any other mod.

    Details:
    GMST:
    - fminwalkspeed100 -> 117
    - fmaxwalkspeed200 -> 234
    - fbaserunmultiplier 1.75 -> 1.5
    - fathleticsrunbonus 1 -> 0.85
    Formulas:
    - walkspeed = fminwalkspeed + ( speed * 0.01 * ( fmaxwalkspeed - fminwalkspeed ) )
    - runspeed = walkspeed * ( fbaserunmultiplier + ( athletics * 0.01 * fathleticsrunbonus ) )

    You can use this however you want.
  • Animated_Morrowind - merged (or patched for OpenMW) - Replacement Patch Engine specific options
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    Version: 2.0.0

    ============
    Description
    ============
    This patch contains compatibility patches for Animated Morrowind - merged(both original abot's and maniman303's OpenMW versions).

    Replacement patches, use only one:

    (abot's)
    01 Mines and Caverns
    - Remove cells and NPCs that conflict with Mines and Caverns
    - (*) Add Patch for Purists' fix to Ald-Velothi cell ("illegal to sleep")
    - (*) Replace 2 instances for Misc_Uni_Pillow_02 with AM's version (tiny improvement in case you use MAH)

    (*) All the replacement patches(01-07) contain these tiny changes

    02 Tomb of the Snow Prince
    - Remove tiny conflict with Solstheim Tomb of the Snow Prince: NPCs swimming in the sea at previous Fort Frostmoth spot
    - Remove tiny conflict with The Merchants of Sadrith Mora: Two NPCs in one spot stuck into each other in Dirty Muriel's Cornerclub

    03 Balmora Waterworks
    - Move one NPC in Balmora

    04 - 07: Combinations of previous patches

    (maniman303's)
    Note: If you use both maniman303's version and Weapon Sheating then don't forget to install AM_WS_patch (linked in posts section of Animated Morrowind OpenMW Patch).

    10 (OpenMW)
    - (*) Clean
    - (*) Fix OpenMW errors in 2 beggars scripts
    - (*) Fix 7 NPCs with zero fatigue according to eddie5 bug report in upstream
    - (*) Add Patch for Purists' fix to Ald-Velothi cell ("illegal to sleep")
    - (*) Replace 2 instances for Misc_Uni_Pillow_02 with AM's version (tiny improvement in case you use MAH)

    (*) All the replacement patches(10-17) contain these tiny changes

    11 (OpenMW) Mines and Caverns
    - Remove cells and NPCs that conflict with Mines and Caverns

    12 (OpenMW) Tomb of the Snow Prince
    - Remove tiny conflict with Solstheim Tomb of the Snow Prince: NPCs swimming in the sea at previous Fort Frostmoth spot
    - Remove tiny conflict with The Merchants of Sadrith Mora: Two NPCs in one spot stuck into each other in Dirty Muriel's Cornerclub

    13 (OpenMW) Balmora Waterworks
    - Move one NPC in Balmora

    14 - 17: Combinations of previous patches

    Additional patches:

    20 Legacy(2016) Music Patch
    - Makes previous replacement patches(or original plugins) to use am_music4 - am_music14 that were included into abot's 2016 version:

    Explanation: August 2022 abot's version only has 3 music files. Use this patch if you have 2016's version resources and want to have more varied music.

    For example, I use following combination of "Data directories" and plugins with OpenMW:
    Animated Morrowind - merged (2016 version)
    - am_music{4-14} come from here, plugin not enabled
    Animated Morrowind - merged (2022 version)
    - modern resources, plugin not enabled
    Animated Morrowind OpenMW Patch
    - some resources fixed to work with OpenMW, plugin not enabled
    AM_WS_patch(link is in Posts section of OpenMW patch page)
    - more resources fixed to work with OpenMW and Weapon Sheathing
    17 (OpenMW) Mines and Caverns - Tomb of the Snow Prince - Balmora Waterworks
    - replacement patch, plugin enabled
    20 Legacy(2016) Music Patch
    - patch to use "legacy" additional music, plugin enabled

    30 New(2022) Music Patch
    - Created this just in case someone wants to use unpatched maniman303's version with abot's 2022 resources for some reason

    41 Balmora Waterworks Standalone Patch
    42 (OpenMW) Balmora Waterworks Standalone Patch
    - Redundant standalone patches for Balmora Waterworks(included into Balmora Waterworks mod), fisherman moved in Balmora

    =============
    Requirements
    =============
    - Animated Morrowind - merged (resources)
    - (OpenMW) Animated Morrowind OpenMW Patch (resources)

    =============
    Installation
    =============
    - Install as any other plugin
    - (Optional) Activate only one replacement plugin(01-17) instead of original
    - (Optional) Activate only one of additional "Music" patches(20, 30)

    ==========
    Changelog
    ==========
    1.0
    - Initial release
    1.1
    - Tiny fix from PfP
    - Replace 2 instances of pillow with AM's version (tiny improvement for MAH)
    - Add version with tiny conflict removed for TOTSP and The Merchants of Sadrith Mora
    - (OpenMW) Clean
    - (OpenMW) Fix OpenMW errors in 2 scripts
    1.2
    - Add patches for Balmora Waterworks
    1.2.1
    - (OpenMW) Fix 7 NPCs with zero fatigue according to eddie5 bug report in upstream
    2.0.0
    - Rename and remake patch
    - Fix to work with both 2022 and 2016 abot's versions
    - Make more modular
    - Add "Music" patches
    - Add "10 (OpenMW)"(only fixes included)

    ========
    Credits
    ========
    - Arcimaestro Antares: Animated Morrowind I, II, Brigands
    - Wikart: Animated Morrowind - Expanded
    - abot: Animated Morrowind - merged
    - maniman303: Animated Morrowind - merged OpenMW patch
    - jsp25: List of cells and NPCs to remove from Mines and Caverns
    - eddie5: Zero fatigue NPCs report
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.
  • Armor Effects-WD - Lower Limit Sneak Drain Mod/Replacement Patch
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    Original mod authors: LDones & WDog

    Version: 1.0.1

    ============
    Description
    ============
    It is a replacement patch for an awesome mod by LDones & WDog. Original mod and Readme are included. Short excerpt from original description:
    "For a touch of realism, wearing restrictive, bulky Medium or Heavy Armors will now bring a cumulative Sneak Penalty. Heavy will also cause a slight Agility Penalty. Going in Light Armor or Unarmored should now be more attractive prospects, particularly for thieves."

    Patch makes only one thing. It limits the sneak drain caused by medium and heavy armor to never make sneak go below base starting value of 5.

    Without this change I've experienced the following glitch:
    1. Let's say you have 10 sneak.
    2. Then you equip full set of medium armor with a shield, which drains 23 sneak. You now have 0 sneak.
    3. You unequip armor and realize that now you have 23 sneak.

    With my changes you have 5 sneak at step 2 and return to initial 10 sneak at step 3.

    Select and use only one of the available options:
    01 Lower Limit Sneak Drain
    - Patched plugin

    02 Original
    - Original plugin

    03 Original No Agility Penalty
    - Original plugin which doesn't drain agility with heavy armor

    =============
    Requirements
    =============
    - Requires Tribunal

    =============
    Installation
    =============
    - Install as any other mod
    - Activate only one plugin

    ==========
    Changelog
    ==========
    1.0
    - Initial release
    1.0.1
    - Recompile scripts for vanilla engine

    ========
    Credits
    ========
    - LDones & WDog: Armor Effects-WD
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.

    ================
    Recommendations
    ================
    If you are into mods like this one then you'll probably have fun with following mods:

    Strength and Weakness by A Raven of Many Hats (https://www.nexusmods.com/morrowind/mods/49907)
    - Apply weaknesses or resists to diseases and damage types based on health

    Infected Wounds by RamblingMonk (https://www.nexusmods.com/morrowind/mods/48027)
    - Adds a chance that the player will develop an infection (a common disease) if the player has severe wounds

    Bodily Injuries by RacerPlume (https://www.nexusmods.com/morrowind/mods/46405)
    - Injuries drain your attributes and have other negative effects

    Bad Weather Matters by RacerPlume (https://www.nexusmods.com/morrowind/mods/46495)
    - You will suffer ill effects depending on the weather

    Thief Experience Overhaul 1.3 by LDones (http://mw.modhistory.com/download-37-7250)
    - Sneak bonus based on weather and time of day (and many more great things for thief gameplay)
    - Works great paired with Armor Effects

    No More Air Supremacy by Xiran (https://www.nexusmods.com/morrowind/mods/45971)
    - Remove Levitation and Slowfall when you draw your weapon or ready your spell

    Immersive Alcohol by Merlord (https://www.nexusmods.com/morrowind/mods/45589)
    - "Get drunk, black out, lose your pants, become addicted, suffer withdrawals, get clean."
    - Balance alcohol

    Better Balanced Booze by mort (https://www.nexusmods.com/morrowind/mods/45844)
    - "Alcohol is far too common to have effects 5x that of some potions. Why even make strength potions when sujamma costs 30g and gives you +50 hulk strength? This changes that."
    - Balance alcohol

    Price Balance by Dungeom (https://www.nexusmods.com/morrowind/mods/45529)
    - Smooths the price curve of expensive items, prevents gold exploits, makes selling items easier and balances economy.

    Better Balanced Boots of Blinding Speed by Pherim (https://www.nexusmods.com/morrowind/mods/43027)
    - Makes the Boots of Blinding Speed less overpowered by removing their effect when the player has a weapon drawn, his hands raised to cast a spell or sneaks.

    Deadly Diseases by A Raven of Many Hats (https://www.nexusmods.com/morrowind/mods/49919)
    - Diseases are much more potent "and, dare I say, deadly"

    At last look at the next mod if you want more fun. Please be advised that it may change your Morrowind life once and for all:

    BTB's Game Improvements - Necro Edit by BTB and Necrolesian (https://www.nexusmods.com/morrowind/mods/47129)
    - Massive game balance overhaul that touches on just about every aspect of Morrowind
    - It prevents exploits, makes game harder and provides much more interesting gameplay
    - Previous 4 mods starting with Better Balanced Booze are not needed with BTBGI

    And don't forget to check mod recommendations on BTBGI - Necro Edit page. I've listed only mods not mentioned there. Creeping Blight or Service Requirements Lore are fantastic as well as most of those mods.
  • At Home Alchemy - Finished (with optional BTBGI version) Mod/Replacement Patch
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    Original mod author: Syclonix

    Version: 1.0.1

    ============
    Description
    ============
    Original mod description:

    At Home Alchemists rejoice! Never again will you have to re-adjust your perfectly placed alchemy set. Instead of having to put your apparatuses into your inventory every time you want to make a potion, you can now simply "fire up" the apparatuses you wish to use by activating them. Not only does this make alchemy more efficient, but it also makes it more fun.

    First I will explain the name. From original Readme:

    NOTE: You can use, but not steal, other peoples' apparatuses without it being reported as a crime. The next version of AHA will address this issue.

    16 years later I've completed this task, hence the name :-D

    It is a replacement patch for an awesome mod by Syclonix. Original mod and Readme are included.

    Patch features:
    1. You can no longer use other people's apparatuses (this bothered me a lot, especially playing BTBGI)
    2. Skooma pipes are now supported.
    3. Patch for Purists changes included.
    4. Optional versions for BTBGI.

    Select and use only one of the available options:
    01 Finished
    - Complete plugin

    02 Finished - BTBGI
    - Complete plugin patched for BTBGI (quality, price etc; pipes turned into mortars)

    03 Original
    - Original plugin (if you don't like my changes for some reason)

    04 Original - BTBGI
    - Original plugin patched for BTBGI

    =============
    Requirements
    =============
    - Requires Tribunal or Bloodmoon
    - (optional) "BTBGI - Necro Edit" when using BTBGI version

    =============
    Installation
    =============
    - Install as any other plugin
    - (optional) Load BTBGI version after "BTBGI - Necro Edit"
    - Activate only one plugin

    ==============
    Compatibility
    ==============
    Conflicts with other mods changing vanilla apparatuses.

    If you use "Create Skooma" or various "Smoking Pipe" mods, then place them after.

    ==========
    Changelog
    ==========
    1.0
    - Initial release
    1.0.1
    - Recompile all the scripts to make them work in original engine(thanks to cloxx3)

    ========
    Credits
    ========
    - Syclonix: At Home Alchemy
    - BTB: BTB's Game Improvements
    - Necrolesian: BTB's Game Improvements - Necro Edit
    - John Moonsugar: tes3cmd
    - cloxx3: Finding that scripts were not working in vanilla without recompilation

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.

    ========
    Details
    ========
    Complete details are in the scripts used to make this patch. Check "Docs/Scripts" folder.

    There was a problem making this patch, because there is no function to check ownership in Morrowind. MWSE has xGetOwnerInfo for that purpose.

    First intention was to change apparatus OnPCAdd, but that'd break some quests in vanilla and mods. There was an option to add optional conversion OnPCDrop etc, but that'd be unusable.

    Finally I've chosen the way with intermediate apparatuses and a bunch of additional scripts. Almost all original scripts were also changed. Now AHA scripts are only on intermediate apparatuses that YOU place/drop. When you pick them they get deleted and you acquire vanilla apparatuses.

    And then came the difference between engines. It turned out that vanilla required scripts to be precompiled. I had to resave all the scripts and recompile in TES Construction Set.
  • Bardic Inspiration v2 - Lute and Inn Expansion (with optional Wares support) Patch OpenMW-only
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    Version: 3.3.0

    ============
    Description
    ============
    This patch expands Bardic Inspiration V2 by Merlord. You may be interested in it if you use OpenMW. It will not work as intended in vanilla engine. MWSE-users may use more advanced V3 version of mod.

    What it does:
    1. Changes to lute availability:
    - Add script to vanilla lutes to allow "Examine" them (convert to playable versions). Now you don't have to buy the lute: steal vanilla one or get from dead bard - and you can perform.
    - One pawnbroker in each of following locations will have one random lute for sale: Vivec, Dagon Fel, Mournhold, Helnim, Sailen, Karthwasten, Stirk. Don't worry if you don't have latter in your game - nothing will break.
    - Lutes will sometimes be available for purchase at other general goods traders if you have Wares installed. Chance is up to 33%.

    2. Changes to lutes:
    - There are several kinds of lutes, though they do not affect your performance outcome. And they look the same. Purely a role-playing thing. Only Bard's self-esteem would probably be affected:
    - See the attached image, "List of lutes.txt" or "List of lutes.html"
    - 1/3 of lutes will be shabby due to long use
    - Expensive lutes are only available from traders.
    - When "Examining" vanilla lutes outcomes are:
    - Vanilla fat lute
    - 33% Shabby Fat Lute
    - 67% ordinary Fat Lute
    - Vanilla lute
    - 33% Shabby Lute
    - 58.66% ordinary Lute
    - 4.17% Rosewood Lute
    - 4.17% Minstrel's Uka-Lute

    3. Makes it possible to perform in many more Inns:
    - Few more Inns from base game:
    Morrowind:
    Ald Velothi, Outpost
    Khuul, Thongar's Tradehouse
    Molag Mar, St. Veloth's Hostel
    Suran, Suran Tradehouse
    Tribunal:
    Mournhold, The Winged Guar
    Bloodmoon:
    Raven Rock, Bar
    - Add an optional support for Inns from multiple mods. If you don't have those mods nothing will break. List of supported mods:
    Tamriel Rebuilt
    Skyrim Home Of The Nords
    Province Cyrodiil
    Havish(any version, I use abot's moved)
    Wyrmhaven
    Building Up Uvirith's Legacy
    New Arenthia
    St Rilms Beacon
    Vivec Waistworks Expansion
    The White Wolf of the Lokken Mountain (any version, I use RandomPal's patched for TOTSP)
    Moldy Horker (any version, I use RandomPal's patched for TOTSP)

    4. There is alternative version with slightly modified script - Luck and Gifts:
    - Lucky chance (to get *4 gold) is now more dependant on luck. Payments are smaller in general.
    - Gifts are now more "realistic": People present you bottles of alcohol or rings from their hands as a token of appreciation.
    - High stats now don't limit bard to presents only from rich people (different people go to taverns)

    =============
    Requirements
    =============
    - Bardic Inspiration 2.3
    - (optional) Wares-base.esm (it is enough, no need in full Wares mod)
    - (optional) Mods with more Inns (see description)

    =============
    Installation
    =============
    - Install as any other plugin
    - Activate only one esp
    - Load it after plugins it patches
    - Merge leveled lists if using Wares

    ==============
    Compatibility
    ==============
    Only works in OpenMW. Use Bardic Inspiration V3 MWSE-mod with vanilla engine - it should be much more advanced.
    Clean. Compatible with everything.
    Entertainers Expanded, Tamriel Rebuilt and few more plugins use vanilla lutes in rare occasions. That's why vanilla lutes do not get converted automatically to playable versions.

    ==========
    Changelog
    ==========
    3.3.0
    - Update for Tamriel Rebuilt v23.10(3 more Inns)
    - Almas Thirr, Brewers and Fishmongers Hall
    - Hlan Oek, Morning Sun Cornerclub
    - Idathren, Sadri's Cornerclub
    3.2.0
    - Update for Tamriel Rebuilt v22.11, Skyrim Home Of The Nords v22.11
    3.1.0
    - Add Havish(4 more Inns to perform)
    - Remove New Arenthia
    3.0.0
    - Rename to "Lute and Inn Expansion"
    - Add dozen of new lutes
    - Add possibility to convert vanilla lutes to playable
    - Add few more pawnbrokers with guaranteed lute for sale
    - Increase chance for Wares traders to sell lute up to 33%
    2.2.0
    - Add two more lutes: exquisite and antique
    - Tune rarity of lutes
    - Remove guaranteed lute from Caldera pawnbroker
    - One pawnbroker in each of following locations will have one random lute for sale: Vivec, Dagon Fel, Akamora, Dragonstar, Stirk
    2.1.0
    - Decrease chance of lutes to appear on trader leveled list from 25% to 20%
    - Now both lute and fat lute available for sale from level 1
    - One lute will be on sale at Caldera pawnbroker guaranteed
    - Add two more Inns' support:
    Stirk, Old Seawater Tavern (Province Cyrodiil)
    Vivec, The Blue Kagouti (Vivec Waistworks Expansion)
    2.0.0
    - Remake the patch.
    - Split the patch to 2 alternative versions - with Luck and Gifts changes and without.
    - No more changes to Arrille. Now patch is conflict free as it doesn't touch vanilla resources.
    - Add optional Wares support. If you have Wares installed lutes will be available for sale at general goods traders.
    - Add more Inns from multiple mods and base game itself:
    Morrowind (4 more Inns)
    Tribunal
    Bloodmoon
    Tamriel Rebuilt (v21.01.01)
    Skyrim Home Of The Nords (v21.01a)
    Province Cyrodiil (v0.3)
    Building Up Uvirith's Legacy
    Moldy Horker
    New Arenthia
    The Beacon of St Rilms
    The White Wolf of the Lokken Mountain
    Wyrmhaven
    1.2.0
    - Patch Arrille for PfP
    1.1.0
    - Change extension from ".omwaddon" to ".esp"
    - Remove requirement of RosaAstrum's Bardic Inspiration TR Patch
    1.0.0
    - Initial release

    ========
    Credits
    ========
    - Merlord: Bardic Inspiration
    - XAR: Better Lutes III (Bardic Inspiration is based on it)
    - Danae: Wares
    - RosaAstrum: Bardic Inspiration OpenMW and TR patches (my patch v1 was based on them, thanks for inspiration)
    - John Moonsugar: tes3cmd
    - Manauser: Thank's for the idea and script example of converting items on gain (from Mundane Weapons)

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.

    ==========
    Inns list
    ==========
    List of all Inns covered:
    ; these are Inns to perform from Bardic Inpspiration V2
    Ald-ruhn, Ald Skar Inn
    Ald-ruhn, Council Club
    Ald-ruhn, The Rat In The Pot
    Balmora, Council Club
    Balmora, Eight Plates
    Balmora, Lucky Lockup
    Balmora, South Wall Cornerclub
    Caldera, Shenk's Shovel
    Dagon Fel, The End of the World
    Ebonheart, Six Fishes
    Ghostgate, Tower of Dusk
    Ghostgate, Tower of Dusk Lower Level
    Gnisis, Madach Tradehouse
    Maar Gan, Andus Tradehouse
    Molag Mar, The Pilgrim's Rest
    Pelagiad, Halfway Tavern
    Sadrith Mora, Gateway Inn
    Sadrith Mora, Fara's Hole in the Wall
    Sadrith Mora, Dirty Muriel's Cornerclub
    Seyda Neen, Arrille's Tradehouse
    Suran, Desele's House of Earthly Delights
    Tel Aruhn, Plot and Plaster
    Tel Branora, Sethan's Tradehouse
    Tel Mora, The Covenant
    Vivec, Black Shalk Cornerclub
    Vivec, Elven Nations Cornerclub
    Vivec, No Name Club
    Vivec, The Flowers of Gold
    Vivec, The Lizard's Head
    Vos, Varo Tradehouse
    ; these were added by this patch
    ; Morrowind
    Ald Velothi, Outpost
    Khuul, Thongar's Tradehouse
    Molag Mar, St. Veloth's Hostel
    Suran, Suran Tradehouse
    ; Tribunal
    Mournhold, The Winged Guar
    ; Bloodmoon
    Raven Rock, Bar
    ; Tamriel Rebuilt (v21.01.01)
    Aimrah, The Sailors' Inn
    Akamora, The Laughing Goblin
    Akamora, Underground Bazaar
    Almas Thirr, Brewers and Fishmongers Hall
    Almas Thirr, Limping Scrib
    Almas Thirr, Thirsty Saint Cornerclub
    Andothren, The Dancing Cup
    Arvud, Lucky Shalaasa's Caravanserai
    Bodrum, Varalaryn Tradehouse
    Bosmora, The Starlight Inn
    Enamor Dayn, The Gentle Velk
    Firewatch, The Howling Noose
    Firewatch, The Queen's Cutlass
    Gah Sadrith, The Wetstone Tavern
    Gorne, The Emerald Haven Inn
    Helnim, Mjornir's Meadhouse
    Helnim, The Red Drake
    Hlan Oek, Morning Sun Cornerclub
    Hlersis, The Leaking Spore
    Hunted Hound Inn
    Idathren, Sadri's Cornerclub
    Llothanis, The Water's Shadow Tavern
    Marog, The Swallow's Nest
    Meralag, The Golden Glade
    Necrom, Pilgrim's Respite
    Necrom, Seafarer's Rest Hostel
    Necrom, Temple Hostel
    Nivalis, The Black Ogre Tavern
    Old Ebonheart, The Empress Katariah
    Old Ebonheart, The Moth and Tiger
    Old Ebonheart, The Salty Futtocks
    Omaynis, The Kwama's Scuttle
    Port Telvannis, The Avenue: Subterranean Balconies
    Port Telvannis, The Lost Crab Tavern
    Ranyon-ruhn, The Dancing Jug
    Sailen, The Toiling Guar
    Tel Mothrivra, The Glass Goblet
    Tel Muthada, The Note In Your Eye
    Tel Ouada, The Magic Mudcrab
    Teyn, Cirifae's Tradehouse
    The Inn Between
    Verulas Pass, Twisted Root
    Vhul, The Howling Hound
    Vhul, Watcher Cornerclub
    ; Skyrim Home Of The Nords (v21.01a)
    Dragonstar East, Ildgar's Alehouse
    Dragonstar East, Shadowkey Tavern
    Dragonstar West, Dragon Fountain Inn
    Dragonstar West, Nukra-Tikil Tavern
    Even Odds Inn
    Karthwasten, Ruby Drake Inn
    Karthwasten, The Dancing Saber
    Karthwasten, The Droopy Mare
    ; Province Cyrodiil (v0.3)
    Stirk, Old Seawater Tavern
    Stirk, Safe Harbor Inn
    Stirk, The Sload's Tale
    ; Building Up Uvirith's Legacy
    Uvirith's Grave, The Rusty Bucket
    ; Havish
    Havish, The Broken Drum
    Havish, The Frosty Mug
    Havish, The Golden Lady
    Havish, The Shimmering Unicorn
    ; Moldy Horker
    Solstheim, The Moldy Horker
    ; The Beacon of St Rilms
    St Rilms Beacon
    ; The White Wolf of the Lokken Mountain
    Solstheim, Lokken Main Hall
    ; Wyrmhaven
    Wyrmhaven, The Broken Mandolin
    Wyrmhaven, The Salty Goblin
    Wyrmhaven, The Werewolf's Head
    ; Vivec Waistworks Expansion
    Vivec, The Blue Kagouti

    List of exact places to get "guaranteed" lutes:
    Vivec, Hlaalu Pawnbroker
    Dagon Fel, End of the World Renter Rooms
    Mournhold, Pawnbroker
    Helnim, Aarlen Lleranoth: Pawnbroker
    Sailen, Golveso Darys: Pawnbroker
    Karthwasten, Tivela Tyravel: Pawnbroker
    Stirk, Harbor Gate Pawnbrokers
  • Better Sounds - Yet Another Patch - Expanded Replacement Patch Engine specific options
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    Original authors: JEKA - TJ - Colobos
    Collaborative effort by (in an alphabetical order after Darklocq):
    Darklocq, Atanvarn, aziwa, Danjb, johnnyhostile, l1lartur0, Pittya, ShrillLuis

    Version: 1.4.1

    ============
    Description
    ============
    This replacement patch fixes flaws of original 1.1 patch identified by collaborative effort and then a bit more. Alternative version included with more places to hear ambient tavern and town sounds. Some optional alternative sounds.

    01 Patch

    Changes(details are in Details section):
    1. Cleaned with tes3cmd, then cleaned manually(2 more cells)
    2. Include BS_BM_WeatherChange, add Bloodmoon to masters
    3. Fix region names
    4. Port Patch for Purists fixes
    5. Fix "Desele's house of earthly delights" sound record to correctly point to a file (to avoid bothering with renaming files)
    6. Fix several errors in scripts (important for OpenMW, otherwise some didn't work and others produced a lot of errors in log)
    7. Add check to prevent birds singing in Bitter Coast during very bad weather
    8. Add checks to prevent cave wind and dark ambient sounds be heard outside (this fixes minor errors in a few mods)

    02 Tavern and Town Sounds Expansion(contains 01 Patch)

    Morrowind: Requires Tamriel Rebuilt, SHoTN, Cyrodiil
    OpenMW: safe to use even if you don't use these mods at all, nothing will break or misbehave

    1. Adds Tavern sounds to 76 more places from (exact list in Taverns section, short list in next block)
    2. Adds Town sounds to few cities from mods:
    - Tamriel Rebuilt
    - Old Ebonheart
    - Necrom
    - Firewatch
    - Akamora
    - Almas Thirr
    - Helnim
    - Bosmora
    - Skyrim Home Of The Nords
    - Dragonstar
    - Karthwasten
    - Province Cyrodiil
    - Stirk

    03 Only Tavern Sounds Expansion(contains 01 Patch)

    Morrowind: safe to use in any engine even if you don't use these mods at all, nothing will break or misbehave
    OpenMW: you don't need this, just use "02 Tavern and Town"

    Adds Tavern sounds to 76 more places from (exact list in Taverns section):
    - Morrowind
    - Tribunal
    - Bloodmoon
    - Tamriel Rebuilt
    - Skyrim Home Of The Nords
    - Province Cyrodiil
    - Building Up Uvirith's Legacy
    - Havish
    - Moldy Horker
    - Mudcrab Imports Pirate Adventures
    - St Rilms Beacon
    - The White Wolf of the Lokken Mountain
    - Wyrmhaven
    - Vivec Waistworks Expansion

    04 MAO Spell Sounds - Replacement Patch(alternative sounds)

    - Doesn't require original "MAO Spell Sounds" by PeterBitt (uploaded by Publicola)
    - Link: https://www.nexusmods.com/morrowind/mods/50486
    - Good alternative to Better Sounds' spell sounds.
    - Files renamed, volume increased to be used with Better Sounds(+5dB).

    05 Immersive Combat Sounds - Replacement Patch(alternative sounds)

    - Doesn't require original "Immersive Combat Sounds" by MizterMoonshine
    - Link: https://www.nexusmods.com/morrowind/mods/50254
    - Good alternative to Better Sounds' weapon sheathing, armor hit, weapon swinging, bow and crossbow sounds.
    - Files renamed, volume increased to be used with Better Sounds:
    - Body Hit sound volume untouched
    - Swoosh sounds volume +12dB, swishM created from swishW for consistency(copy)
    - Other sounds +5dB

    06 Nifty Elemental Magic Sounds - Patch(alternative sounds)

    - Requires "Nifty Elemental Magic Sounds" by HazyBass
    - Link: https://www.nexusmods.com/morrowind/mods/50240
    - Check the video at HazyBass mod's page. I've considered it an improvement after comparing sounds.
    - Directory contains renamed files to work with Better Sounds. Not all files had to be renamed, so this patch should be used in addition to original mod by HazyBass. Don't activate "Nifty Elemental Magic Sounds.esp" plugin from mod.
    - File fireH was not moved and renamed intentionally(there should be something with it's timing)

    07 Morrowind Engine - Graphic Herbalism MWSE Patch(obsolete, just whitelist containers in MCM config)

    Javic666 has discovered minor conflict between "Better Sounds" and "Graphic Herbalism - MWSE and OpenMW Edition". Running both with Vanilla engine makes few plants open container window when gathered. That happens because Better Sounds adds scripts to those plants so that player would hear specific sounds around them. That prevents GH MWSE from working with such plants. Following plant species are affected:
    Wickwheat(~25%)
    Hacke-Lo(~50%)
    Kreshweed(~33%)
    Willow Flower(~50%)
    Corkbulb
    Slough Fern

    UPDATE: ffann1998 suggested and checked better way to deal with the problem:
    "You can whitelist containers in MCM config provided by the mod. The whitelisting does the exact same thing for plants."

    Patches provided have scripts attached to those plants removed. That means they will work with GH, but won't provide added sounds around them. It's obviously a tradeoff. Decide which option you like more(a bit richer sound atmosphere or correct GH behaviour for all the plants) and select appropriate plugin.

    =============
    Requirements
    =============
    - Morrowind
    - Bloodmoon
    - BetterSounds (resources)
    - BetterSounds_Patch_v1_1 (resources)
    - (Morrowind engine only)
    - "02 Tavern and Town" REQUIRES Tamriel Rebuilt, SHoTN, Cyrodiil
    - use "03 Only Tavern" in case you don't have those mods.
    - (optional) Nifty Elemental Magic Sounds when using corresponding patch
    - Don't activate plugin from it, only resources are needed

    =============
    Installation
    =============
    - Install as any other mod
    - Activate only one of available patches instead of "Better Sounds.esp"
    - (if switching from another patch) Rename back "Sound/Fx/Gizels_House02.wav" if you renamed it before
    - (optional) Use any or all of "alternative sounds" directories
    - (optional) Install Nifty Elemental Magic Sounds when using corresponding patch
    - (OpenMW) Add 'buffer cache max = 64' line to '[Sound]' section in settings.cfg
    - No longer required, that's the default value now. Though it won't hurt to add :-)

    ================
    Directory order
    ================
    It's expected that you use separate directories instead of dumping everything into Morrowind's Data Files.

    Better Sounds
    Better Sounds Patch v1.1
    - do not enable plugins from these directories
    01 Patch
    02 Tavern and Town Sounds Expansion
    03 Only Tavern Sounds Expansion
    - only one of these (either 01, 02 or 03)
    - enable plugin from it
    04 MAO Spell Sounds - Replacement Patch
    05 Immersive Combat Sounds - Replacement Patch
    - both 04 and 05 are completely optional and independent of each other
    Nifty Elemental Magic Sounds
    06 Nifty Elemental Magic Sounds - Patch
    - optional, will replace elemental sounds(but not others) from 04 if that is used
    - use "Nifty Elemental Magic Sounds" and 06 together in this order

    ==============
    Compatibility
    ==============
    1. It should conflict with most other sounds overhauls
    2. Minor conflict with Graphic Herbalism - MWSE on Vanilla engine. Patch provided in "07" directory

    ==========
    Changelog
    ==========
    1.4.1
    - Update Readme with ffann1998's suggestion to use MCM whitelisting instead of GH MWSE patch
    1.4.0
    - Update for Tamriel Rebuilt v23.10(2 more taverns, rename 1 cell):
    - Almas Thirr, Brewers and Fishmongers Hall
    - Hlan Oek, Morning Sun Cornerclub
    1.3.0
    - Update for Tamriel Rebuilt v22.11, Skyrim Home Of The Nords v22.11
    1.2.0
    - Add Havish(add Tavern sounds to 8 places)
    - Add Wyrmhaven(add Tavern sounds to 3 places)
    - Remove New Arenthia(remove Tavern sounds from 1 place)
    1.1.1
    - Add Morrowind Engine - Graphic Herbalism MWSE Patch
    1.1.0
    - Add alternative sounds: MAO Spell Sounds - Replacement Patch
    - Add alternative sounds: Immersive Combat Sounds - Replacement Patch
    - Add alternative sounds: Nifty Elemental Magic Sounds - Patch
    1.0.1
    - Recompile all the scripts for vanilla engine
    - Make "03 Only Tavern" specifically for vanilla engine in case of not using all Project Tamriel mods
    1.0.0
    - Initial release

    ========
    Credits
    ========
    - JEKA - TJ - Colobos: Better Sounds
    - Darklocq, Atanvarn, aziwa, Danjb, johnnyhostile, l1lartur0, Pittya, ShrillLuis: collaborative effort to identify existing problems
    - PeterBitt, Publicola: MAO Spell Sounds
    - lazygecko, MizterMoonshine: Immersive Combat Sounds
    - HazyBass: Nifty Elemental Magic Sounds (credits for resources used are in included original Readme.txt)
    - javic666: For finding conflict with GH MWSE on Vanilla engine and helping to fix it
    - ffann1998: Suggestion to use MCM whitelisting instead of patches to deal with MWSE problem found by javic666
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    Renamed files from "04 MAO Spell Sounds - Replacement Patch" are "available as a general resource for anyone".

    Renamed files from "05 Immersive Combat Sounds - Replacement Patch" are shared under CC0 license:
    - Link to license text: https://creativecommons.org/share-your-work/public-domain/cc0/

    Renamed files from "06 Nifty Elemental Magic Sounds - Patch" are shared under CC BY-NC 3.0 license:
    - Link to license text: https://creativecommons.org/licenses/by-nc/3.0/
    - You must give appropriate credit, provide a link to the license, and indicate if changes were made.
    - You may not use the material for commercial purposes

    You can use other files however you want, as long as you credit authors.

    ========
    Details
    ========
    0. All the records compared to base game and PfP, scripts reformated slightly for better readability.
    1. Cleaned with tes3cmd, then cleaned manually (2 more cells)
    Delete cells with 0 objects:
    "ald-ruhn (-2, 6)"
    "tel mora, radras: smith"
    Fix Ref counts in 2 cleaned cells:
    "an abandoned shack"
    "tel mora (13, 14)"
    2. Include BS_BM_WeatherChange, add Bloodmoon to masters
    3. Fix region names (id -> Name)
    "bitter coast region" -> 'Bitter Coast Region'
    "molag mar region" -> 'Molag Amur Region'
    "sheogorad" -> 'Sheogorad Region'
    "brodir grove region" -> 'Solstheim, Brodir Grove Region'
    "felsaad coast region" -> 'Solstheim, Felsaad Coast Region'
    "hirstaang forest region" -> 'Solstheim, Hirstaang Forest'
    "isinfier plains region" -> 'Solstheim, Isinfier Plains'
    "moesring mountains region" -> 'Solstheim, Moesring Mountains'
    4. Port Patch for Purists fixes (id -> Name):
    "active_sign_c_guildf_01" -> 'Fighters Guild'
    "active_sign_c_guildm_01" -> 'Mages Guild'
    "active_sign_c_guildm_caldera" -> 'Mages Guild Caldera'
    "flora_hackle-lo_02" -> 'Hackle-Lo'
    "ald velothi (-11, 15)" -> (Add 'Illegal to sleep here' Flag)
    5. Fix "Desele's house of earthly delights" sound record to correctly point to a file (to avoid bothering with renaming files)
    SOUN "tawernambient02" -> 'Fx\Gizels_House02.wav'
    6. Fix several errors in scripts (important for OpenMW, otherwise some didn't work and others produced a lot of errors in log)
    SCPT "signrotate_2" # Error in script, it is silently ignored by MW, but prevents script from compiling in OpenMW.
    SetAngle, y, startAngle, y
    ->
    SetAngle, y, startAngle
    SCPT "globalstopsoundsscript" # Minor error in scripts. Works everywhere, but causes many warnings into log file in OpenMW
    if ( Player->CellChanged )
    ->
    if ( CellChanged == 1 )
    SCPT "globaltownsoundscript"
    if ( Player->CellChanged )
    ->
    if ( CellChanged == 1 )
    7. Add check to prevent birds singing in Bitter Coast during very bad weather
    if ( GetCurrentWeather < 5 ) # So starting from thunderstorm. Light rain won't stop them from singing.
    8. Add checks to prevent cave wind and dark ambient sounds be heard outside (this fixes minor errors in a few mods)
    if ( GetInterior == 1 )
    I've made a patch for Redayinia Restored previously because of this. Now i actually think that it is not a bug of Better Sounds, but rather non-standard use of assets in other mods. I've checked and it turned out that few mods use Cave Wind, Tomb and Daedric activators in exteriors, though they were clearly designed to be used in interiors. So i've added this extra check specifically for those few mods.
    9. Towns added to GlobalTownSoundsScript, increasing 11 'if ( GetPCCell "" == 1 )' checks to 22. This should not have visible impact on performance. I've tried to be consistent with original only adding large non-Telvanni settlements (and Bosmora - it really fits, as Suran in original).
    10. Taverns added should not impact performance at all, as the sounds there are produced by activator instead of a global script.
    11. Compiled all the scripts for vanilla engine

    Alternative sounds:
    01. Files renamed to be used with Better Sounds
    02. Sounds intended for MAO had volume increased, otherwise they'd be too quiet

    Scripts included contain all the exact details.

    "07 Morrowind Engine - Graphic Herbalism MWSE Patch" made with simple command:
    tes3cmd delete --type CONT "Yet Another Better Sounds Patch*"

    ========
    Taverns
    ========
    ; Better Sounds originally included Taverns
    Ald-ruhn, Ald Skar Inn
    Ald-ruhn, The Rat In The Pot
    Balmora, Council Club
    Balmora, Eight Plates
    Balmora, Lucky Lockup
    Balmora, South Wall Cornerclub
    Dagon Fel, The End of the World
    Ebonheart, Six Fishes
    Gnisis, Madach Tradehouse
    Molag Mar, St. Veloth's Hostel
    Pelagiad, Halfway Tavern
    Sadrith Mora, Dirty Muriel's Cornerclub
    Sadrith Mora, Gateway Inn
    Seyda Neen, Arrille's Tradehouse
    Suran, Suran Tradehouse
    Tel Aruhn, Plot and Plaster
    Tel Mora, The Covenant
    Vivec, Elven Nations Cornerclub
    ; Morrowind
    Ald-ruhn, Council Club
    Caldera, Shenk's Shovel
    Khuul, Thongar's Tradehouse
    Maar Gan, Andus Tradehouse
    Molag Mar, The Pilgrim's Rest
    Sadrith Mora, Fara's Hole in the Wall
    Tel Branora, Sethan's Tradehouse
    Vivec, Black Shalk Cornerclub
    Vivec, The Flowers of Gold
    Vivec, The Lizard's Head
    Vos, Varo Tradehouse
    ; Tribunal
    Mournhold, The Winged Guar
    ; Bloodmoon
    Raven Rock, Bar
    ; Tamriel Rebuilt
    Aimrah, The Sailors' Inn
    Akamora, The Laughing Goblin
    Akamora, Underground Bazaar
    Almas Thirr, Brewers and Fishmongers Hall
    Almas Thirr, Hostel of the Crossing
    Almas Thirr, Limping Scrib
    Almas Thirr, Thirsty Saint Cornerclub
    Andothren, The Dancing Cup
    Arvud, Lucky Shalaasa's Caravanserai
    Bodrum, Varalaryn Tradehouse
    Bosmora, The Starlight Inn
    Enamor Dayn, The Gentle Velk
    Firewatch, The Howling Noose
    Firewatch, The Queen's Cutlass
    Gah Sadrith, The Wetstone Tavern
    Gorne, The Emerald Haven Inn
    Helnim, Mjornir's Meadhouse
    Helnim, The Red Drake
    Hlan Oek, Morning Sun Cornerclub
    Hlersis, The Leaking Spore
    Hunted Hound Inn
    Llothanis, The Water's Shadow Tavern
    Marog, The Swallow's Nest
    Meralag, The Golden Glade
    Necrom, Pilgrim's Respite
    Necrom, Seafarer's Rest Hostel
    Necrom, Temple Hostel
    Nivalis, The Black Ogre Tavern
    Old Ebonheart, The Empress Katariah
    Old Ebonheart, The Moth and Tiger
    Old Ebonheart, The Salty Futtocks
    Omaynis, The Kwama's Scuttle
    Port Telvannis, The Avenue: Subterranean Balconies
    Port Telvannis, The Lost Crab Tavern
    Ranyon-ruhn, Silt Strider Tower
    Ranyon-ruhn, The Dancing Jug
    Sailen, The Toiling Guar
    Tel Mothrivra, The Glass Goblet
    Tel Muthada, The Note In Your Eye
    Tel Ouada, The Magic Mudcrab
    Teyn, Cirifae's Tradehouse
    The Inn Between
    Verulas Pass, Twisted Root
    Vhul, The Howling Hound
    Vhul, Watcher Cornerclub
    ; Skyrim Home Of The Nords
    Dragonstar East, Ildgar's Alehouse
    Dragonstar East, Shadowkey Tavern
    Dragonstar West, Dragon Fountain Inn
    Dragonstar West, Nukra-Tikil Tavern
    Even Odds Inn
    Karthwasten, Ruby Drake Inn
    Karthwasten, The Dancing Saber
    Karthwasten, The Droopy Mare
    ; Province Cyrodiil
    Stirk, Old Seawater Tavern
    Stirk, Safe Harbor Inn
    Stirk, The Sload's Tale
    ; Building Up Uvirith's Legacy
    Uvirith's Grave, The Rusty Bucket
    ; Havish
    Havish, Alaina's House of Pleasures
    Havish, The Broken Drum
    Havish, The Citadel
    Havish, The Frosty Mug
    Havish, The Golden Lady
    Havish, The Kissing Wench
    Havish, The Loaded Dice
    Havish, The Shimmering Unicorn
    ; Moldy Horker
    Solstheim, The Moldy Horker
    ; Mudcrab Imports Pirate Adventures
    Smugglers' Cross
    ; The Beacon of St Rilms
    St Rilms Beacon
    ; The White Wolf of the Lokken Mountain
    Solstheim, Lokken Main Hall
    ; Wyrmhaven
    Wyrmhaven, The Broken Mandolin
    Wyrmhaven, The Salty Goblin
    Wyrmhaven, The Werewolf's Head
    ; Vivec Waistworks Expansion
    Vivec, The Blue Kagouti
  • BTB's Game Improvements - Necro Edit - Modular Patch
    Spoiler:  
    Show

    Version: 5.4.0

    ============
    Description
    ============
    These patches bring together multiple other mods and BTB's Game Improvements - Necro Edit:
    - Mostly compatibility patches
    - Options for non-MWSE/OpenMW users
    - Few optional custom edits
    - Check list of mods in Requirements section (all of them are optional, just pick the patches you need)

    Few words about complementing patches. Compatibility portion of this patch resolves direct conflicts: merge/fix changes to vanilla records modified by both BTBGI and patched mods. I've uploaded BTBGIsation patch which resolves indirect balance "conflicts" of many mods' added records. Both patches complement each other. Lately I've added few tiny patches for BTBGI into "Miscellaneous Patches": most patches are not needed if you use tes3merge/delta, but 2 may be of interest("Census and Excise Office Faction - BTBGI - Contraband", "Quests for Clans and Vampire Legends - BTBGI - auto-calc spells"). There are also Lucas' "BTB's Game Improvements (Necro Edit) Tweaked" targeting different set of mods, which I suppose can be used on top of my patches(requires MWSE).

    Quantity of files in this patch may be overwhelming, but it's made for flexibility. Pick what you want, then merge with CS (or any other way) if you want. I simply use 8 files for example (1 merged plugin from each module). Don't hesitate to ask me if you have questions. Refer to scripts I used to make these patches as a last resort. They are in Docs/Scripts folder and contain all the details.

    There are 8 independent modules. Most contain several folders (merged plugin, modular mod-specific plugins, mutually exclusive options). Use plugins from only one of module's folders:

    01 FM Unique Items Complilation
    - Patched with all PFP and BTBGI changes
    - Unlike other patches here this one is a replacement patch for the plugin. Resources from original mod are required.
    - It's IMO a great mod in every setup. Place near the beginning of the mod list to let other mods overwrite it if needed (Remiros' Uniques, Better Clothes, Better Robes etc).

    02 No MWSE
    It's expected to use Fortify MAX, so changes are needed if you don't use it:
    - Fortify Magicka Enchantments reverted to previous state
    - Fortify Fatigue Potions reverted to previous state

    It's expected to use Enchanted Weapon Resistance, so changes are needed if you don't use it:
    - Enchanted Weapon Resistance reverted to previous state

    It's also expected to use No Disease Labels by RedFurryDemon. I offer non-MWSE alternative to it:
    - "08 Creature Buffs - No Disease Labels" folder if you use BTBGI Creature Buffs
    - "08 No Creature Buffs - No Disease Labels" folder if you don't use BTBGI Creature Buffs

    03 Various
    Compatibility patches for various mods. Merged version requires all of them:
    - Alchemical Hustle(Toxicity module)
    - Alchemy Skill changes merged(values, description)
    - Better Clothes Complete
    - Enchantment/Price values from BTB, Hair Shirt name from BTB
    - Better Robes
    - Enchantment/Price/Weight values from BTB, Helseth's robe name fix
    - Better Sounds
    - Magicka cost of Fire and Poison Damage from BTB
    - Beware The Sixth House
    - Ash feast spell from BTBGI
    - Add script diseaseBlackHeart to corprus_lame_fyr creatures
    - Add regenerate ability to corprus stalkers
    - Bloodmoon Rebalance
    - Enchantment values toned down for riekling weapons
    - Imperial Legion Expansion
    - Amulets toned down to BTBGI's level (Permanent enchanting turned into On Cast)
    - Creeper (required for Expansion's quest) gains trading ability again with 30 gold in pocket
    - OAAB - Tombs and Towers
    - Ebony helm, Bonebiter bow, Shimsil changes merge
    - Magebane changes merge, overpowered enchanting replaced with BTBGI one
    - Worm lord's OAAB overpowered loot nerfed to BTBGI values
    - Remiros' Uniques
    - Texures from Remiros' Uniques, values from BTBGI for following items:
    - Widowmaker, Rammekald, Stalhrim Longsword of Flame, Shadowsting
    - Dreugh Warlord Cuirass, Boots of Blinding Speed, Conoon Chodala's Boots, Boots of Blinding Speed
    - Tribunal Rebalance
    - Enchantment values toned down for goblin weapons and DB armor
    - Remove "silver weapon" flags from goblin weapons
    - Durgok's shield value is inbetween Tribunal Rebalance and BTBGI to fit better
    - DB armor stats from Tribunal Rebalance are slightly changed to fit better into BTBGI item progression:
    - AR 12 -> 15, weight a bit higher, health and enchantment a bit lower.
    - Helseth's level and Necro's added spell merged
    - Uvirith's Legacy
    - Ingwold changes merge
    - Aryon's gloves changes merge

    04 Misc
    Revert miscellaneous changes by other mods to BTBGI's version. Use it if you have any of the following mods:
    - Morag Tong Polished
    - Black Hand Dagger enchantment
    - Sotha Sil Expanded
    - Few misc items
    - Thief experience overhaul
    - "Open" spells
    - Wanderers of Solstheim
    - Snow wolf and bear pelts

    05 Sensible Races and Birthsigns - Custom edit
    Details in "Custom edit/Sensible Races and Birthsigns.txt". Also placed it into second spoiler in Description on Nexus page.
    - Mix of SRB, BTBGI, Necro's "Balanced Passive Races and Birthsigns" and my thoughts. Ideas are the same:
    - Races are all good and distinct from each other
    - You'd think twice before attacking:
    - an altmer with magic
    - a redguard with low weapon skills
    - an argonian with low quality weapon and so on
    - You may:
    - enter "Hunter's Stance" as a bosmer
    - toggle nighteye as khajiit
    - become real legionary as an imperial with "Military Training" etc
    - You will struggle to choose Birthsign as they are all good now too
    - Requires Sensible Races and Birthsigns
    - Use SRB ncgdmw-lua edit with OpenMW 0.48+

    06 Factions
    Use only 1 plugin from "06 *" folders. Look at "06 NCGD - MBSP" if you have NCGD - MBSP.
    - Factions
    - Other plugins in this module contain these changes(repeat BTBGI Faction changes)
    - Override undesired changes from other mods, i.e.:
    - The Lamp: mistakes in faction standings
    - Imperial Factions: targeted at vanilla balance, doesn't go well with BTB
    - Tamriel_Data(choose this if you don't use TR_Factions)
    - Factions' skill and stat requirements reverted to BTB's values
    - Faction reactions from Tamriel_Data v10+
    - TR_Factions
    - Factions' skill and stat requirements reverted to BTB's values
    - Faction reactions from Tamriel_Data v10+
    - Faction reputation requirements from TR_Factions v23.10+
    - Vvardenfell Brotherhood
    - Morag Tong reaction to Vvardenfell Brotherhood
    - Merged version
    - Requires both TR_Factions and Vvardenfell Brotherhood

    06 Factions - More Exclusive Factions
    Same as previous, but slightly changed for use with More Exclusive Factions. More Exclusive Factions is NOT required.
    Differences:
    - Telvanni preferred skill "Alchemy" changed to "Enchant"

    06 NCGD - MBSP
    NCGD needs factions' skill requirements adjust, so plugins here contain changes from corresponding plugins in "06 Factions" and these changes:
    - MBSP-BetterSounds-ncgdMW-ClassSpec:
    - Merge changes for magic effects
    - "Demoralize Humanoid" is now a pure Illusion spell. Before it was from Mysticism school, but trained illusion.
    - Natural Character Growth and Decay - MW:
    - Merge skills changes
    - Restore GMST fminorskillbonus
    - Alchemical Hustle(Toxicity module)
    - Alchemy Skill changes merged(values, description)
    - This plugin only contains changes to Alchemy skill, combine it freely with "Vvardenfell Brotherhood" or "TR_Factions"
    - Make sure to load it after the similar patch from "03 Various" to let it overwrite changes to the skill

    Recommended versions of NCGD and MBSP are listed in Requirements Section.

    Note for non-lua version of NCGDMW. It required changing skills, which's not needed with lua version:
    - Natural Character Growth and Decay - MW:
    - Decrease faction max primary skill requirements to 75 due to the way ncgd works. Only 100s required, but this way is better.
    - Increase secondary skill faction requirements to balance these changes

    06 NCGD - MBSP - More Exclusive Factions
    Same as previous, but slightly changed for use with More Exclusive Factions. More Exclusive Factions is NOT required.
    Differences:
    - Telvanni preferred skill "Alchemy" changed to "Enchant"

    07 Game Settings
    Details in "Custom edit/Game Settings.html" or "Custom edit/Game Settings.txt". Also attached pictures of it to Nexus page.
    - More Meaningful Encumbrance
    - Fatigue and jump height become more dependent on encumbrance
    - 17 Percent Faster Walking
    - Slightly increase walking speed, while keeping running speed intact
    - Suggested Tweaks
    - Increase guild guide prices, lower view point in sneak, faster projectiles etc
    - BTBGI Adjustments (controversial)
    - Few values changed or reverted, i.e. reset trader gold timeout, increase locks difficulty, decrease unarmored rating

    08 Creature Buffs - No Disease Labels
    Creature stats merged, other conflicts fixed, disease labels removed:
    - Disease Labels are: Diseased, Infected, Blighted, Plague, Plaguebearer
    - It rewrites creature records and doesn't require MWSE, unlike No Disease Labels by RedFurryDemon. Result should be almost the same though.
    - I haven't renamed few unique quest specific creatures intentionally. Renaming those would make few quests harder or would break the immersion.

    - FMI - Unique Lore Friendly Cave Rats
    - Stats of cave rats from Creature Buffs
    - Blighted Animals Retextured
    - Stats of blighted animals from Creature Buffs
    - Beware The Sixth House
    - Stats from Beware the Sixth House
    - Spells of ash slave and ascended sleeper from Beware the Sixth House
    - Tribunal Rebalance
    - Bloodmoon Rebalance
    - PfP fixes for Brown Bear and Red Wolf ported
    - Tamriel_Data
    - Sobitur Facility
    - Merge changes for "dahrk mezalf"
    - Dwemer Rebirth Project(load this modular patch before Ttooth or Waterlife if you use them)
    - Merge changes for "centurion spider", overwrite "dreugh" changes
    - Ttooth Ecology
    - Stats from Creature Buffs
    - Add diseases to some Guars, Netches, Nix-hounds as in BTBGI via leveled lists(*)
    - Add(PFP fix) diseases to Brown Bear and Red Wolf also via leveled lists(**), Ttooth creatures untouched
    - Ttooth Ecology - BMR Patch
    - only contains renames to diseased creatures
    - Ttooth Ecology - TR Patch
    - Add diseases to some Guars, Netches, Nix-hounds as in BTBGI via leveled lists(*)
    - abotWaterLife
    - Dreugh stats from Creature Buffs
    - Add diseases to some Small Slaughterfishs, Dreughs as in BTBGI via leveled lists(*)

    (*) Patch is needed because BTB adds scripts (and diseases) to Dreugh, Slaughterfish, Guar, Netch, Nix-hound. Abot Waterlife and Ttooth Ecology add scripts to them too. To keep all the changes and minimize compatibility issues I've kept all the creature variants and modified leveled lists. Use leveled list merger, preferably with support for deleted records (i.e. tes3cmd 0.40). Nothing disastrous would happen if you use omwllf or tes3cmd 0.37 (they don't know what to do with deleted subrecords from leveled lists), you will simply have a bit more Guars, Nix-hounds etc with a bit less diseased variants. BTB's diseased versions have 33% chance to appear.
    (**) Same situation with PfP fix to Plague Bear and Plague Wolf. PFP fixes diseases on these creatures with a script, but Ttooth Ecology already has scripts on them. I've made the same changes: PFP diseased versions have 33% chance to appear.

    08 Creature Buffs
    Same as previous, but creature's disease labels untouched.

    08 No Creature Buffs - No Disease Labels
    Similar to "08 Creature Buffs - No Disease Labels", but without changes from "BTBGI Creature Buffs".

    08 No Creature Buffs
    Same as previous, but creature's disease labels untouched.

    =============
    Requirements
    =============
    - BTB's Game Improvements - Necro Edit
    - (01 FM Unique Items Complilation)
    - Resources from original mod
    - (03 Various) For using corresponding patches or all for merged version:
    - Alchemical Hustle(Toxicity module, any version)
    - Better Clothes Complete
    - Better Robes
    - Better Sounds
    - Recommended patch from my page
    - Beware The Sixth House
    - Bloodmoon Rebalance
    - Uvirith's Legacy
    - Remiros' Uniques
    - OAAB - Tombs and Towers
    - Tribunal Rebalance
    - Imperial Legion Expansion
    - (05 Sensible Races and Birthsigns - Custom edit)
    - Sensible Races and Birthsigns
    - (06 *) For using corresponding patches or all for merged version:
    - Vvardenfell Brotherhood
    - Tamriel_Data v10+
    - TR_Factions (from Tamriel Rebuilt v23.10+)
    - (06 NCGD MBSP) NCGD and MBSP are required:
    - Natural Character Growth and Decay - MW
    - OpenMW 0.48+ NCGDMW Lua Edition
    - OpenMW 0.47- non-lua
    - Use files from 0.47 subfolders with non-lua version of NCGDMW
    - Magicka Based Skill Progression - Better Sounds - ncgdMW Compatible - Class-Spec Benefit Fix
    - Recommended version from my page. Also you don't have to use Better Sounds if you don't want.
    - Alchemical Hustle(Toxicity module, any version) is only required for merged version
    - (08 Creature Buffs) For using corresponding patches or all for merged version:
    - FMI - Unique Lore Friendly Cave Rats
    - Blighted Animals Retextured
    - Tribunal Rebalance
    - Bloodmoon Rebalance
    - Beware The Sixth House
    - Tamriel_Data
    - Sobitur Facility
    - abot Water Life
    - TriangleTooth's Ecology
    - (08 No Creature Buffs) For using corresponding patches or all for merged version:
    - Blighted Animals Retextured
    - abot Water Life
    - TriangleTooth's Ecology

    =============
    Installation
    =============
    - Install as any other mod
    - Select patches you want
    - Load after plugins being patched
    - (07 Game Settings) place near the end of plugins list

    ==============
    Special cases
    ==============
    1. Some mods create conflicts that are hard to patch "conventionally":

    - Wares Ultimate
    - Wares-base makes changes to Sixth House creatures
    - Either use tes3merge/delta or place Wares-base before other plugins modifying Sixth House creatures:
    - Patch for Purists, BTBGI Creature Buffs, Beware the Sixth House, Dagoth Ur Voice Addon, Mamaea Awakened etc
    - I place it before Patch for Purists

    2. I used to override "secondary" factions changes by other mods and "BTBGIse" them, but decided to stop doing it. It creates more problems than it solves. Few notes on Faction Record conflicts I've noticed:
    - These notes are partially obsolete. Tamriel Rebuilt v23.10 moved these factions into Tamriel_Data. I've made patches for Census and Excise Office, Quarra Clan Refreshed.
    - Census and Excise Office Faction by AliceL93 should be loaded before TR_Factions
    - Quarra Clan mod requires a patch for use with TR_Factions(I've provided it in Quarra Clan - Refreshed)
    - Join the Royal Guards conflicts with TR_Factions. Patch is needed, or at least place after TR_Factions(this way only faction reactions from TR_Factions will be lost for that faction).
    - Imperial Factions is a great mod but doesn't go well with BTBGI IMO, place before TR_Factions

    ==========
    Changelog
    ==========
    5.4.0
    - (03 Various)
    - Rename Tribunal Rebalance modular patch(upstream was renamed)
    - (05 Sensible Races and Birthsigns - Custom edit)
    - Mention SRB ncgdmw-lua edit for OpenMW 0.48+
    - (06 *)
    - Update patches with the changes from Tamriel_Data v10 and TR_Factions v23.10
    - (06 NCGD - MBSP)
    - Mention ncgdmw Lua Edition for OpenMW 0.48+, switch patches to it
    - Temporary provide patches for non-lua NCGDMW labeled as " - OpenMW 0.47" in 0.47 subfolders
    - (08 Creatures)
    - Add Mole Crab and Tiger Guar from Tamriel_Data to No Disease Labels
    - Rename Tribunal Rebalance modular patches(upstream was renamed)
    5.3.0
    - (03 Various)
    - Update Beware The Sixth House
    - (06 *)
    - Add new reactions and increased reputation requirements from TR_Factions v22.11
    - Remove faction overrides for factions not present in BTBGI:
    - Vampire clans, Census and Excise, Imperial Knights, Camonna Tong, EEC were removed from patches
    - I've added few words to "Special Considerations" block of Readme about factions
    - (07 Game Settings)
    - Lower fdisppersonalitybase from 80 to 70(as in PR Real Disposition Light. Base preset of 80 feels too harsh)
    - (08 Creatures)
    - Update Beware The Sixth House, Tamriel Data, TriangleTooth's Ecology - TR
    - Remove Tamriel Rebuilt patches(they were not needed)
    5.2.1
    - (05 Sensible Races and Birthsigns - Custom edit)
    - Remove doubled entries for SPEL records "Trollkin", "Fay", "Blood of the North"
    5.2.0
    - (03 Various)
    - Update Uvirith's Legacy(Aryon's gloves changes merge)
    - Add Alchemical Hustle(Toxicity module: Alchemy Skill changes merged)
    - Remove Open Helmets patch(move into separate "Miscellaneous Patches" download)
    - (04 Misc)
    - Remove Religions Elaborated as no longer needed when using Religions Elaborated Lite Edition
    - Remove The Rise of House Sadras
    - (05 Sensible Races and Birthsigns - Custom edit)
    - Add masters to patch header for easier editing
    - (06 *)
    - Fix to 7th preferred skill removed previously(by me :-( ) for Imperial Legion, Morag Tong, Temple
    - Found a bug of tes3cmd not showing 7th+ preferred skill correctly thank's to Walkihr
    - Add "More Exclusive Factions" folders for use with "More Exclusive Factions"
    - Only one difference for now: Telvanni preferred skill "Alchemy" changed to "Enchant"
    - (06 NCGD - MBSP)
    - Add Alchemical Hustle(Toxicity module: Alchemy Skill changes merged)
    - (07 Game Settings)
    - Decrease control while jumping: fjumpmovebase, fjumpmovemult (from Reduced Forward Jumping)
    - Decrease initial disposition: fdisppersonalitybase (from PR Real Disposition Base)
    - (08 Creatures)
    - Add Sobitur Facility(Merge changes for "dahrk mezalf")
    - Add Dwemer Rebirth Project(Merge changes for "centurion spider", overwrite "dreugh" changes)
    - (Readme)
    - Add "Special Considerations" section
    - Add "Wares" order note
    - Revert the order of changelog records
    - Reword the "complementing patches" block
    5.1.5
    - (02 No MWSE)
    - Update Enchanted Weapon Resistances patch with changed prices from BTBGI - Necro Edit v2.0.15
    - Add previously missing steel stormsword to the patch
    5.1.4
    - (02 No MWSE)
    - Update Enchanted Weapon Resistances patch with changed prices from BTBGI - Necro Edit v2.0.14
    - Add previously missing shockbite warhammer to the patch
    5.1.3
    - (04 Misc)
    - Add Black Hands Dagger enchantment override for Morag Tong Polished
    - (06 Factions, 06 NCGD - MBSP)
    - Slightly decrease requirements of Census and Excise, East Empire Company(from Guild's template to IC's/IL's)
    5.1.2
    - (07 Game Settings)
    - Revert back ftravelmult to default value. Increased prices make game less enjoyable at low levels.
    5.1.1
    - (03 Various)
    - Remove Open Helmets patch from Merged plugin: it clips badly
    - (05 Sensible Races and Birthsigns - Custom edit)
    - Update description with better description of "Ritual" and "Shadow" birthsigns
    5.1.0
    - (03 Various)
    - Add Open Helmets patch: changes of both mods merged
    5.0.2
    - (07 Game Settings)
    - Revert Projectile Restore Chance from BTB's 50% to Vanilla's 25% in BTBGI Adjustments (synergy with encumbrance changes)
    5.0.1
    - (03 Various)
    - Better Robes: remove redundant changes to Redas Robe of Deeds (thank's Necro)
    - (05 Sensible Races and Birthsigns - Custom edit)
    - Copy records used from BTBGI Races and Birthsigns into the patch to avoid adding new dependency
    - Change Orc Berserk Power to BTBGI version (Fortify Attack 25, Fortify Endurance 50 for 60 sec)
    5.0.0
    - (01 Patch for Purists)
    - Removed as no longer needed. Necrolesian made all those changes in BTBGI.
    - (01 FM Unique Items Compilation)
    - Add it instead of PfP patch (moved from separate patch)
    - Fix names of hands of zenithar, value of third barrier ring, enchanting of ghost charm
    - (03 Various)
    - Remiros' Uniques: Change Conoon Chodala's health from 1000 to 100 (BTBGI value)
    - Better Clothes Complete: Fix Hair Shirt of St. Aralor name
    - Better Robes: Fix Veloth's Robe value, remove redundant records
    - Tribunal Rebalance: Durgok's shield value change to 500 (200 - TR, 1000 - BTBGI). I think this values fits better
    - Tribunal Rebalance: Slightly rebalance DB Armor to fit better into BTBGI item progression:
    - AR 12 -> 15, weight a bit higher, health and enchantment a bit lower
    - (08 Creatures)
    - Apply PFP Fix to Plague Bear and Wolf to Bloodmoon Rebalance and Ttooth Ecology patches.
    4.1.0
    - (03 Various)
    - Adjust most items enchantment in Better Robes and Better Clothes Complete according to BTBGI
    4.0
    - (03 Various)
    - Replace Remiros' Tombs Expansion with OAAB - Tombs and Towers (newer mod from Remiros)
    - Add Remiros' Uniques (looks from Remiros, stats from BTBGI)
    3.0
    - (03 Various)
    - Add Helseth into tribunal rebalance patch after Necro introduced new spell for him
    - Add Better Sounds patch (poison and fire damage spellcost from BTB)
    - (06 NCGD - MBSP)
    - Move Better Sounds patch into "03 Various" as it's not required for MBSP
    - Rename folders and patches (remove "BS" part from it)
    - (08 Creatures)
    - Add changes for blighted rat, diseased shalk, nix-hound from BTBGI NE 2.0.8
    - Add "No Creature Buffs - No Disease Labels" patches
    2.1.0
    - (02 No MWSE)
    - Revert Necrolesian's changes to Enchanted Weapon Resistances
    - (03 Various)
    - Remove Tamriel Rebuilt patch as Necrolesian introduced the same fix upstream (honorguard_en ENCH)
    2.0.1
    - (06 Factions, NCGD - MBSP)
    - Quarra clan requirements slightly changed to be the same as in quarra clan mod. No difference if you don't use it.
    2.0
    - Remake mod, move some patches into separate downloads:
    - At Home Alchemy
    - Unique Items Compilation
    - There Can Be Only One
    - Economy Adjuster Adjustments
    - (01 Patch for Purists)
    - Remove thousand separator from 12 more dialogues
    - (02 No MWSE)
    - Revert Necrolesian's changes to Fortify Magicka Enchantments
    - Revert Necrolesian's changes to Fortify Fatigue Potions
    - (03 Various)
    - Add Tribunal Rebalance
    - Add Bloodmoon Rebalance
    - Add Beware The Sixth House
    - Add Tamriel Rebuilt
    - Add Imperial Legion Expansion
    - (04 Misc)
    - Use BTB's version of Open Spells instead of Thief Experience Overhaul version
    - Remove Bardic Inspiration
    - (05 Sensible Races and Birthsigns - Custom edit)
    - Remake under influence of Balanced Passive Races and Birthsigns by Necrolesian
    - (06 Factions)
    - Increase reputation requirements according to TR_Factions (only TR_Factions patch)
    - Fix rep_5 value for Census and Excise in case you use mod that make it playable
    - Change requirements to BTBGI-like for Census and Excise, Camonna Tong, East Empire Company
    - (06 NCGD - MBSP)
    - Decrease few faction max primary skill requirements to 75 due to the way ncgd works
    - Increase few faction max secondary skill requirements to compensate primary skill decrease
    - Upload (temporary i hope) fixed version of Better Sounds patch I've found to be the best
    - Upload slightly fixed version of MBSP - BS - NCGD - ClassSpec Fix
    - (07 Game Settings)
    - Increase ffatiguespellbase and ffatiguespellmult to 0.5 to spend a bit more fatigue on magic cast
    - Revert back to default Timescale - makes game world more vivid
    - Change funarmoredbase2 to 0.05 (default 0.065, btb - 0.1)
    - Decrease fCombatDelayCreature, fCombatDelayNPC to make enemies slightly more aggressive in combat
    - (08 Creatures)
    - Merge creature stats from many mods
    - Fix script conflicts with abot Water Life, TriangleTooth's Ecology via leveled lists
    - Add non-MWSE alternative to No Disease Labels by RedFurryDemon
    1.0
    - Initial release

    ========
    Credits
    ========
    - Wakim: Wakim's Game Improvements (predecessor of the next)
    - BTB: BTB's Game Improvements (predecessor of the next), idea of removing labels in Morrowind Advanced - BTB edit
    - Necrolesian: BTB's Game Improvements - Necro Edit, pointing me on issues in my patches
    - King Ink: Sensible Races and Birthsigns
    - Greywander: Natural Character Growth and Decay - MW
    - TES3 Community, half11: Patch for Purists
    - Project Tamriel Team, Tamriel Rebuilt Team: Tamriel Data
    - Tamriel Rebuilt Team: Tamriel Rebuilt
    - Catherine, Darknut, PeterBitt: Blighted Animals Retextured
    - mort: Tribunal Rebalance, Bloodmoon Rebalance
    - TriangleTooth: TriangleTooth's Ecology Mod
    - abot: Water Life
    - RedFurryDemon: Idea of removing labels in No Disease Labels
    - Walkihr: Pointing me on missing 7th faction preferred skills
    - TES3 Community: other mods mentioned here
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.

    Description of included "Sensible Races and Birthsigns - Custom edit".
    Spoiler:  
    Show

    Description of "Sensible Races and Birthsigns" from original readme with changes marked with * from the following sources:
    - from "BTB's Game Improvements - Necro Edit", sometimes slightly modified (BTBGI);
    - inspired by or replicated from "Balanced Passive Races and Birthsigns" by Necrolesian (BPRaB);
    - my own (or I just don't remember source :-) ).

    ============
    Race Details
    ============

    *No attribute stats have been changed for the races*

    Spell: Use multiple times a day with a magicka cost
    Power: Use once a day
    Toggle: Turn on and off whenever you like
    Ability: Always active

    -----Altmer-----

    Alchemy10
    Alteration 5
    Conjuration5
    Destruction 10
    Enchant10
    Illusion5

    (Ability) Weakness to Fire 25%
    (Ability) Weakness to Frost 25%
    (Ability) Weakness to Shock 25%
    (Ability) Resist Common Disease75%
    *(Ability) Weakness to Magicka 25% * from 50%
    *(Ability) Arcane Acumen: Reflect 25% * new, BPRaB
    *(Ability) Magicka Bonus: Fortify Maximum Magicka 2.0x INT * from 1.5x, BTBGI
    *(Power) Arcane Ancestry: Alt/Con/Des/Ill/Mys/Res 10 pts for 60 sec on Self * new, BTBGI

    -----Argonian-----

    Alchemy 5
    Athletics 10
    Illusion 5
    Medium Armor5
    Mysticism5
    Spear10
    Unarmored5

    (Toggle) Swampwise: Water Breathing, Swift Swim 50 pts
    (Ability) Resist Common Disease 75%
    (Ability) Immune to Poison100%
    *(Ability) Natural Armor: Resist Normal Weapons 25% * from 15%
    *(Power) Black Death: Damage Health/Fatigue/Attributes on Touch * new, BTBGI

    -----Bosmer-----

    Acrobatics 5
    Alchemy 5
    Light Armor 10
    Marksman 15
    Sneak 10

    (Toggle) Hunter's Stance: Fortify Skill Marksman 30 pts, Chameleon 10%, Drain Speed 50 pts on Self
    (Ability) Resist Disease 75%
    *(Ability) Immune to Paralysis 100% * new, BTBGI
    *(Ability) Resist Poison 50% * new
    (Power) Beast Tongue: Command Creature 25 levels for 600 sec on Target

    -----Breton-----

    Alchemy 5
    Alteration 5
    *Enchant 5 * instead of Conjuration 10, BPRaB
    Illusion 5
    Mysticism 10
    Restoration10
    *Speechcraft5 * new

    (Ability) Resist Magicka 50%
    *(Ability) Resist Paralysis 50% * new, BPRaB
    *(Ability) Magicka Bonus: 1.0x INT * changed to BTBGI version
    *(Power) Fire/Frost/Lighting Shield 20 pts for 60 sec on Self * new, BTBGI

    -----Dunmer-----

    Athletics5
    *Conjuration5 * instead of Long Blade, BPRaB
    Destruction10
    Light Armor 5
    Marksman 5
    Mysticism5
    Short Blade10

    (Ability) Resist Fire 75%
    *(Power) Ancestor Guardian: Sanctuary 50 pts for 60 sec on Self, Summon Ancestral Ghost for 60 sec * changed to BTBGI version

    -----Imperial-----

    *Block 5 * instead of Blunt Weapon, BPRaB
    Hand-to-Hand 5
    Long Blade 10
    Heavy Armor 5
    Mercantile 10
    Speechcraft 10

    (Toggle) Military Training: Fortify Strength 30 pts, Fortify Endurance 30 pts, Drain Agility 30 pts, Drain Speed 30 pts on Self
    *(Ability) Resist Shock 75% * new, BTBGI
    *(Power) Star of the West: Absorb Fatigue 200 pts for 1 sec on Target, Absorb Health/Magicka 50 pts for 1 sec on Target * new, BTBGI
    *(Power) Voice of the Emperor: Charm 10 pts for 60 sec on Target Area 50 * new, BTBGI

    * Description a bit reworded to reflect changes to Weapon Skills, BPRaB

    -----Khajiit-----

    Acrobatics 10
    Athletics5
    Hand-to-Hand 10
    Light Armor 5
    Security 5
    Short Blade 5
    Sneak 5

    (Toggle) Eye of Night: Night Eye 50 pts on Self
    (Ability) Feline Grace: Fortify Acrobatics 25 pts
    *(Ability) Warm Fur: Resist Frost 50% * new, BTBGI
    *(Power) Eye of Fear: Demoralize Humanoid 100 pts for 60 sec on Target, Silence for 60 sec on Target * changed to BTBGI version

    -----Nord-----

    *Armorer 10 * instead of Medium Armor, BPRaB
    Axe10
    *Block 5 * instead of Blunt Weapon 10, BPRaB
    *Heavy Armor10 * from 5
    *Unarmored5 * instead of Long Blade, BPRaB
    *Mercantile 5 * instead of Spear, BPRaB

    (Ability) Immune to Frost 100%
    *(Ability) Resist Shock 50% * new, BTBGI
    *(Ability) Fierceness: Fortify Attack 10 * new, halved from BPRaB
    *(Power) Thunder Fist: Shock 25 pts to 50 pts for 1 sec in 25ft on Touch, Blind 25 to 50pts for 60 sec in 25ft on Touch * replaced Nordic Frost, BTBGI
    *(Power) Woad: Shield/Resist Normal Weapons 25 pts for 60 sec on Self * changed to BTBGI version

    -----Orsimer-----

    *Armorer 5 * from 10
    *Athletics 10 * instead of Axe 5
    Block 10
    *Blunt Weapon 10 * instead of Heavy Armor 10
    Medium Armor10

    (Ability) Resist Magicka25%
    *(Ability) Resist Fire 50% * new, BPRaB
    *(Ability) Resist Shock 25% * new, BPRaB
    *(Ability) Resist Normal Weapons 25% * new, BTBGI
    *(Power) Berserk: Fortify Attack 25 pts for 60 secs on Self, Fortify Endurance 50 pts for 60 secs on Self * changed to BTBGI version

    -----Redguard-----

    *Acrobatics 5 * instead of Axe 5, BTBGI
    Athletics 5
    *Block 5 * instead of Blunt Weapon 5, BPRaB
    *Hand to Hand5 * instead of Heavy Armor 5, BPRaB
    Long Blade 15
    Medium Armor 5
    *Unarmored5 * instead of Short Blade 5

    (Ability) Resist Poison75%
    (Ability) Resist Common Disease 75%
    *(Ability) Resist Fire 25% * new, BPRaB
    *(Ability) Nimbleness: Sanctuary 10 * new
    *(Power) Adrenaline Rush: Fortify Acrobatics/Agility/Endurance/Speed/Strength/Willpower 25 pts for 60 secs on Self * changed to BTBGI version

    * Description a bit reworded to reflect changes to Weapon Skills, BPRaB

    ===============
    Birthsign Details
    ===============

    -----The Warrior-----

    (Ability) Great Strength: Fortify Strength 25 pts
    (Ability) Warwyrd: Fortify Attack 10 pts

    -----The Mage-----

    *(Ability) Willful: Fortify Intelligence 25 pts * instead of Willpower, BTBGI
    (Ability) Fay: Fortify Maximum Magicka 0.5x INT

    -----The Thief-----

    (Ability) Lucky: Fortify Luck 25 pts
    (Ability) Akaviri Danger-sense: Sanctuary 10 pts

    -----The Serpent-----

    (Ability) Serpent's Strike: Fortify Skill Hand-to-Hand 25 pts
    *(Ability) Serpent Dance: Sanctuary 20 * new, replaced Cobra's Dance

    -----The Lady-----

    (Ability) Lady's Favor: Fortify Personality 25 pts
    *(Ability) Lady's Grace: Fortify Willpower 25 pts * instead of Endurance, BTBGI
    *(Power) Lady's Touch: Charm 10pts for 30 sec on Touch * new

    -----The Steed-----

    (Ability) Charioteer: Fortify Speed 25 pts
    (Ability) Strong Back: Feather 100 pts

    -----The Lord-----

    *(Ability) Trollkin: Fortify Endurance 25, Slow constant health regeneration * Endurance boost instead of Weakness to Fire
    *(Power) Blood of the North: Restore Health 5pts for 60 sec, Restore Fatigue 25pts for 60 sec on Self * new, buffed from BTBGI

    -----The Apprentice-----

    *(Power) Wizard's Brand: Shock 50 pts 10 ft, Sound 50 pts 50 ft for 60 seconds on Touch * new, BTBGI
    *(Ability) Elfborn: Fortify Maximum Magicka 1.5x INT, Weakness to Magicka 25% * instead of 50%

    -----The Atronach-----

    *(Ability) Wombburn: Spell Absorption 50%, Fortify Maximum Magicka 1.0x INT, Stunted Magicka * from 2.0x, BTBGI

    -----The Ritual-----

    *(Ability) Mara's Protection: Resist Magicka 25% * instead of Resist Blight Disease 25%
    (Power) Holy Word: Turn Undead 100 pts in 50 ft for 30 sec on Target, Fire Damage 5 pts in 50 ft for 30 sec on Target
    (Power) Death Ward: Protection from death for 600 sec(restore health once it reaches less than 10%), Drain Magicka 25 pts for 600 sec on Self

    -----The Lover-----

    *(Ability) Mooncalf: Fortify Agility 25 pts, Resist Paralysis 50% * add Resist Paralysis, BPRaB
    *(Power) Lover's Kiss: Paralyze 30 secs on Target, Absorb Magicka 2 to 3 pts for 30 sec on Touch * Absorb Magicka instead of Damage Fatigue, BTBGI

    -----The Shadow-----

    (Ability) Shadow Kin: Fortify Assassin skills by 10 pts during nighttime hours(sneak, illusion, short blade, marksman, acrobatics)
    *(Power) Elusive: Chameleon 20 pts for 60 sec on Self * instead of 15

    -----The Tower-----

    *(Ability) Beggar's Nose: Detect Animal / Key / Enchantment in 200 ft * changed from Power, BPRaB
    (Power) Warden's Hand: Fortify Security 50 pts for 30 sec on Self
  • Chalk - Wares Patch
    Spoiler:  
    Show

    Version: 1.0.1

    ============
    Description
    ============
    This patch makes chalk available for sale via Wares.

    All chalks may be found at general traders:
    - White is common (20%)
    - Coloured is rare (5%)
    - Magical is very rare (1%)

    Magical may be found at enchanters as well.

    Chance listed is base chance to appear on leveled list. Final chance may actually be higher or lower. It depends on type of trader and item quantity in that leveled list.

    =============
    Requirements
    =============
    - Chalk30-Base.esp
    - Chalk30-Glow.esp
    - Wares-base.esm

    =============
    Installation
    =============
    - Install as any other plugin
    - Load it after plugins it patches
    - Activate plugin
    - Merge leveled lists

    ==========
    Changelog
    ==========
    1.0
    - Initial release
    1.0.1
    - Increase base chance for magical chalk from 0.25% to 1%
    - It should be rare, but not that much
    - Add credits to Danae which I forgot to add earlier
    - Add the script I used to create this patch
    - Update readme with base chance clarification

    ========
    Credits
    ========
    - ManaUser: Chalk
    - Danae: Wares
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.

    ================
    Recommendations
    ================
    Check other manauser's mods - they are great!

    I.e. I use:
    Wanderers of Solstheim (though patched for TOTSP by RandomPal - https://www.nexusmods.com/morrowind/mods/48422)
    Mundane Weapons (only silverware, torch was buggy for me)
    Healing (healers now properly offer you healing)
  • Cooking and Eating - Publicans Expansion Patch OpenMW-only
    Spoiler:  
    Show

    Version: 1.4.1

    ============
    Description
    ============
    Only works in OpenMW. Check Ashfall for use with vanilla engine - much more advanced mod.

    This patch makes 93 publicans from many mods sell cooked food from Cooking and Eating by Ian.

    Nothing will break if you don't have some of those mods.

    List of supported mods:
    Tamriel Rebuilt
    Skyrim Home Of The Nords
    Province Cyrodiil
    Havish(any version, I use abot's moved)
    Wyrmhaven
    Building Up Uvirith's Legacy
    Mudcrab Imports Pirate Adventures
    Improved Inns Expanded
    St Rilms Beacon
    Vivec Waistworks Expansion
    Moldy Horker(any version, I use RandomPal's patched for TOTSP)
    The White Wolf of the Lokken Mountain(any version, I use RandomPal's patched for TOTSP)

    =============
    Requirements
    =============
    - Cooking and Eating

    =============
    Installation
    =============
    - Install as any other plugin
    - Load it after plugins it patches
    - Activate plugin

    ==========
    Changelog
    ==========
    1.4.1
    - Remove food from Vavis Danvon in "vhul, watcher cornerclub"(now looks like strictly drinking place)
    - Add food to Bols Narvol in "dondril (9, -22)"(now looks like they should have food)
    1.4.0
    - Update Tamriel Rebuilt to v23.10(8 NPCs added from new TR areas, 1 cell renamed)
    1.3.0
    - Update Skyrim Home Of The Nords to v22.11(few NPCs and CELLs were renamed)
    - Update Tamriel Rebuilt to v22.11(many NPCs and CELLs were renamed/removed/added)
    - Slightly update food composition for changed NPCs/CELLs
    1.2.0
    - Add support for Havish
    1.1.0
    - Add support for Improved Inns Expanded
    - Drop support for New Arenthia
    1.0.1
    - Remove food from Kevlin in "bal oyra, the black ogre tavern"
    - Remove redundant INTV and AMBI subrecords
    - Make multiple publicans in one location sell the same foods
    - old ebonheart, the empress katariah
    - stirk, safe harbor inn
    1.0
    - Initial release

    ========
    Credits
    ========
    - Ian: Cooking and Eating
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.

    ========
    Details
    ========
    Adds auto-starting script copied from Ian's publicans restock script. Script works differently though to allow use it when not all the mods installed. An invisible container was created in each publican's cell. Script works with those containers instead of NPC's inventory directly.

    ==================
    List of publicans
    ==================

    Moldy Horker[Plugin: BM_S_Inn.ESP ]
    solstheim, the moldy horker ( Bertta the Easy )
    The White Wolf of the Lokken Mountain [Plugin: BT_Whitewolf_2_0_HOTV.esp ]
    solstheim, lokken main hall ( Ingrid )
    St Rilms Beacon[Plugin: BeaconOfstRilmsNoAnim.ESP ]
    st rilms beacon ( Serila Madryon )
    Building Up Uvirith's Legacy [Plugin: Building Up Uvirith's Legacy1.1.ESP ]
    uvirith's grave, the rusty bucket ( Rem Porris )
    Mudcrab Imports Pirate Adventures[Plugin: Mudcrab Imports Pirate Adventures.esp ]
    smugglers' cross( Nareeri Irandel )
    Improved Inns Expanded [Plugin: Improved Inns Expanded - Entertainers.ESP ]
    ald velothi, outpost ( Trivura Arenim )
    ald-ruhn, council club( Darvam Hlaren )
    molag mar, st. veloth's hostel ( Orns Omaren )
    seyda neen, arrille's tradehouse ( Tolvise Othralen )
    Vivec Waistworks Expansion [Plugin: Vivec Waistworks Expansion - GoVH comp.ESP ]
    vivec, the blue kagouti ( Garntag gra-Bumbuk )
    Havish[Plugin: Havish.esm ]
    havish, the broken drum ( Spotrok gro-Spradush )
    havish, the frosty mug( Yannick )
    havish, the frosty mug( Berynn )
    havish, the golden lady ( Comminus Grachus )
    havish, the shimmering unicorn ( Gwyneth Ergadice )
    Wyrmhaven[Plugin: Wyrmhaven.esm ]
    wyrmhaven, the broken mandolin ( Belle )
    wyrmhaven, the salty goblin ( Barnacle Benny )
    wyrmhaven, the werewolf's head ( Rodhulf )
    Province Cyrodiil [Plugin: Cyrodiil_Main.esm ]
    stirk, old seawater tavern ( Sylori Menaneus )
    stirk, safe harbor inn( Aistillin )
    stirk, safe harbor inn( Ereldor )
    stirk, the sload's tale ( Gam-Dar )
    Skyrim Home Of The Nords[Plugin: Sky_Main.esm ]
    dragonstar east, ildgar's alehouse( Ildgar Fire-Tongue )
    dragonstar east, shadowkey tavern ( Brokk )
    dragonstar west, dragon fountain inn ( Relane )
    dragonstar west, nukra-tikil tavern ( Berwa )
    even odds inn( Olla )
    karthwasten, ruby drake inn ( Dari )
    karthwasten, the dancing saber ( Tarod )
    karthwasten, the droopy mare( Lorvacah )
    Tamriel Rebuilt[Plugin: TR_Mainland.esm ]
    aimrah, the sailors' inn ( Dilvene Gilmanil )
    akamora, the laughing goblin( Liuba Onamas )
    akamora, underground bazaar ( Llania Darvani )
    almas thirr (5, -28) ( Ano Dreloth )
    almas thirr, brewers and fishmongers hall ( Guril Vandus )
    almas thirr, hostel of the crossing ( Doryn Naves )
    almas thirr, limping scrib ( Ilerni Hleran )
    almas thirr, thirsty saint cornerclub( Yammu Hainnadon )
    andothren, golden moons club( Elynu Girando )
    andothren, the dancing cup ( Jada )
    armun pass outpost, the guar with no name ( Lacey )
    arvud, lucky shalaasa's caravanserai ( Shalaasa Samane )
    bodrum, varalaryn tradehouse( Talis Varalaryn )
    bosmora, the starlight inn ( Sulerri Tharyon )
    darvonis, the windbreak hostel ( Charna gra-Mohl )
    dondril (9, -22)( Bols Narvol )
    enamor dayn, the gentle velk( Sedaves Adrendil )
    firewatch, dustmoth legion garrison: east tower ( Elos Uvelen )
    firewatch, dustmoth legion garrison: east tower ( Sa'assa )
    firewatch, the howling noose( Cornelius Sympsus )
    firewatch, the queen's cutlass ( Ra'Manjas )
    gah sadrith, the wetstone tavern ( Thelara Tallas )
    gorne, the emerald haven inn( Dralin Belvayn )
    helnim, the red drake ( Falura Lleste )
    hlaalu ferry, tradehouse ( Sanvyr Deroth )
    hlan oek (2, -32) ( Anel Rathri )
    hlan oek, morning sun cornerclub ( Ralsa Hardil )
    hlan oek, temple( Folms Terians )
    hlersis, the leaking spore ( Gadali Sarothril )
    hunted hound inn( Tilme Sevenas )
    idathren, sadri's cornerclub( Dils Sadri )
    llothanis, the water's shadow tavern ( Rantharas Hanaris )
    marog, the swallow's nest( Branasa Tirvesu )
    meralag, the golden glade( Juvol Andres )
    necrom, pilgrim's respite( Mori Athenen )
    necrom, seafarer's rest hostel ( Folms Omaren )
    necrom, temple hostel ( Duldres Herendal )
    nivalis, the black ogre tavern ( Kevlin Sereile )
    nivalis, the black ogre tavern ( Yersod )
    old ebonheart, the empress katariah ( Carolos Lucianus )
    old ebonheart, the empress katariah ( Naamalvu Erendi )
    old ebonheart, the moth and tiger ( Valia Vautere )
    old ebonheart, the salty futtocks ( Jodald )
    omaynis, egg mine ( Narusea Verenim )
    omaynis, egg mine ( Olvys Omayn )
    omaynis, the kwama's scuttle( Nalvos Omayn )
    port telvannis, the avenue: subterranean balconies ( Fedura Drenim )
    port telvannis, the lost crab tavern ( Hizam Aneroth )
    ranyon-ruhn, silt strider tower( Asta Pelius )
    ranyon-ruhn, the dancing jug( Alasha Kori )
    sailen, the toiling guar ( Erer Savil )
    tel gilan, the cliff racer's rest ( Uleras Morenu )
    tel mothrivra, the glass goblet( Gadave Sethan )
    tel muthada, the note in your eye ( Brelyn Dreloth )
    tel ouada, the magic mudcrab( Olanasa Wenil )
    tel rivus, andvaryon: upper level ( Froljir )
    teyn, cirifae's tradehouse ( Cirifae )
    teyn, cirifae's tradehouse ( Irvileg )
    the grey lodge ( Kraki the Grey )
    the inn between ( Revas Baldaren )
    uman, hound's rest inn( Dralen Fols )
    verulas pass, twisted root ( Rolave Arendus )
    vhul, the howling hound ( Marayn Voldal )
  • Correspondances of Morrowind Patch
    Spoiler:  
    Show

    Version: 1.0

    ============
    Description
    ============
    Following patches resolve small conflicts between Correspondances and following mods:

    1. Balmora Guilds Expanded
    - adjust position of 3 notes in "Balmora, Guild of Mages"

    2. Balmora Waterworks
    - adjust position of 1 note in "Balmora, Caius Cosades' House"

    =============
    Requirements
    =============
    - Correspondances of Morrowind

    =============
    Installation
    =============
    - Install as any other plugin
    - Activate only one esp
    - Load it after plugins it patches

    ==========
    Changelog
    ==========
    1.0
    - Initial release

    ========
    Credits
    ========
    - Cliffworms: Correspondances of Morrowind
    - Lucevar: Balmora Guilds Expanded
    - MwGek: Balmora Waterworks
    - John Moonsugar: tes3cmd

    ================
    Recommendations
    ================
    These mods also enrich the gameplay in a similar fashion:

    - Something's not right... (https://www.nexusmods.com/morrowind/mods/46497)

    "An immersion mod that adds randomly-choosen descriptive messages upon nearing a dungeon location and unique messages inside several dungeon informing what the character feels, smells or notices depending on the dungeon's type and inhabitants."

    - Past Life Regressions (https://www.nexusmods.com/morrowind/mods/49315)

    "Throughout the game, you receive visions of your previous life as Nerevar or as one of the failed incarnates (Ane Teria, Conoon Chodala, Erur-Dan, Hort Ledd, Idrenie Nerothan, Peakstar). The visions are triggered by visiting certain locations."

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.
  • Creeping Blight - Vivec Voice - Main Quest Overhaul Patch
    Spoiler:  
    Show

    Version: 1.0.1

    ============
    Description
    ============
    This patch removes conflicts between Creeping Blight (plugin version, non-MWSE), Vivec Voice Addon and Main Quest Overhaul.

    Select only one of available options:
    01 Vivec Voice
    02 Main Quest Overhaul
    03 Vivec Voice - Main Quest Overhaul
    04 Firemoth - Vivec Voice
    05 Firemoth - Main Quest Overhaul
    06 Firemoth - Vivec Voice - Main Quest Overhaul

    Vivec Voice patches include Patch for Purists fixes.

    =============
    Requirements
    =============
    - Creeping Blight plugin version
    - (optional) Creeping Blight - Firemoth Addon
    - (any or both)
    - Vivec Voice Addon Tribunal Version
    - Main Quest Overhaul

    =============
    Installation
    =============
    - Install as any other mod
    - Load it after plugin it patches

    ==============
    Compatibility
    ==============
    Compatible with Creeping Blight Compatibility Addons.

    ==========
    Changelog
    ==========
    1.0
    - Initial release
    1.0.1
    - Recompile moonandstar script for vanilla engine
    - Drop vivecvoice script optimizations for compatiility with vanilla engine
    - OpenMW users may get that from dedicated "Vivec Voice - Refreshed" patch

    ========
    Credits
    ========
    - Necrolesian: Creeping Blight
    - tomsnellen, Miltiades, Tyana Rie, MrTS, The other Felix: Vivec Voice Addon Tribunal Version
    - AliceL93: Main Quest Overhaul
    - TES3 Community, half11: Patch for Purists
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.
  • Djangos Dialogue 1.4 - Patch for Purists Patch
    Spoiler:  
    Show

    Version: 1.1

    ============
    Description
    ============
    This patch makes following changes:
    1. Forward all relevant Patch for Purists fixes
    2. Fix "Emporer crab shell" bug reported by half11
    3. Fix "NoLore" bugs reported and fixed by jonado1

    =============
    Requirements
    =============
    - Djangos Dialogue 1.4

    =============
    Installation
    =============
    - Install as any other mod
    - Load it after plugin it patches

    ==========
    Changelog
    ==========
    1.0
    - Initial release
    1.1
    - Add "NoLore" filters according to jonado1 bug report(with help from jonado1):
    - 5 dialogues from "little secret" topic
    - all camonna tong, smuggler, thief, thief service dialogues from "background" topic

    ========
    Credits
    ========
    - Von Djangos: Djangos Dialogue
    - TES3 Community, half11: Patch for Purists
    - jonado1: find and fix "NoLore" bugs
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want as long as you:
    1. credit authors
    2. adhere to permissions/limitations of Djangos Dialogue 1.4 (https://www.nexusmods.com/morrowind/mods/47253)

    ========
    Details
    ========
    Script to make this file is in the Docs/Script directory. Commenting/uncommenting few lines will allow to create replacement patch.

    Only direct conflicts with PfP have been changed. I haven't delved into other records.

    Types of (sub)records changed:
    - Responses (small punctuation/spelling fixes)
    - Some SCVR/INTV subrecords (dialogue conditions), 1 BNAM subrecord(result script)

    Types of (sub)records untouched:
    - Some SCVR/INTV subrecords (probabilities)
    - Sex condition field (none/male/female)

    Version 1.1 adds "NoLore" filters to several dozens of "little secret" and "background" dialogues(SCVR/INTV subrecords)
  • FMGS - Unique Items Compilation - Patch for Purists Replacement Patch
    Spoiler:  
    Show

    Original mod authors: The Morrowind Modding Community, PoodleSandwich

    Version: 1.1.1

    ============
    Description
    ============
    It is a replacement patch for plugin, resources are still needed from original mod.

    =============
    Requirements
    =============
    - FMGS - Unique Items Compilation (resources)

    =============
    Installation
    =============
    - Install as any other plugin
    - Activate instead of original

    ==========
    Changelog
    ==========
    1.0
    - Initial release
    1.1
    - Add BTBGI version
    1.1.1
    - Move BTBGI version into BTBGI - Modular Patch

    ========
    Credits
    ========
    - The Morrowind Modding Community, PoodleSandwich: FM Unique Items
    - TES3 Community, half11: Patch for Purists
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.

    ========
    Details
    ========
    Complete details are in the script used to make this patch. Check "Docs/Scripts" folder.
  • Infected Wounds - Weakness Fix Patch
    Spoiler:  
    Show

    Version: 1.0.1

    ============
    Description
    ============
    This small patch fixes a bug when you'd not get a disease with active "Weakness to disease". This basically turned off the mod when used together with "Strength and Weakness" by A Raven of Many Hats.

    If you want to use V1.0 (which has small chance of giving vampirism or werewolfism), then patch it yourself changing the following line in the script:
    Short ResMult
    ->
    Float ResMult

    =============
    Requirements
    =============
    - Infected_Wounds V0.9

    =============
    Installation
    =============
    - Install as any other mod
    - Load it after plugin it patches

    ==========
    Changelog
    ==========
    1.0
    - Initial release
    1.0.1
    - Recompile script for vanilla engine

    ========
    Credits
    ========
    - RamblingMonk: Infected Wounds
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.

    ================
    Recommendations
    ================
    If you are into mods like this one then you'll probably have fun with following mods:

    Strength and Weakness by A Raven of Many Hats (https://www.nexusmods.com/morrowind/mods/49907)
    - Apply weaknesses or resists to diseases and damage types based on health

    Bodily Injuries by RacerPlume (https://www.nexusmods.com/morrowind/mods/46405)
    - Injuries drain your attributes and have other negative effects

    Bad Weather Matters by RacerPlume (https://www.nexusmods.com/morrowind/mods/46495)
    - You will suffer ill effects depending on the weather

    Armor Effects-WD by LDones & WDog (https://mw.modhistory.com/download-4-8742)
    - Wearing bulky Medium or Heavy Armors will now bring a Sneak Penalty, optionally Heavy Armor will also cause a slight Agility Penalty

    Thief Experience Overhaul 1.3 by LDones (http://mw.modhistory.com/download-37-7250)
    - Sneak bonus based on weather and time of day (and many more great things for thief gameplay)
    - Works great paired with Armor Effects

    No More Air Supremacy by Xiran (https://www.nexusmods.com/morrowind/mods/45971)
    - Remove Levitation and Slowfall when you draw your weapon or ready your spell

    Immersive Alcohol by Merlord (https://www.nexusmods.com/morrowind/mods/45589)
    - "Get drunk, black out, lose your pants, become addicted, suffer withdrawals, get clean."
    - Balance alcohol

    Better Balanced Booze by mort (https://www.nexusmods.com/morrowind/mods/45844)
    - "Alcohol is far too common to have effects 5x that of some potions. Why even make strength potions when sujamma costs 30g and gives you +50 hulk strength? This changes that."
    - Balance alcohol

    Price Balance by Dungeom (https://www.nexusmods.com/morrowind/mods/45529)
    - Smooths the price curve of expensive items, prevents gold exploits, makes selling items easier and balances economy.

    Better Balanced Boots of Blinding Speed by Pherim (https://www.nexusmods.com/morrowind/mods/43027)
    - Makes the Boots of Blinding Speed less overpowered by removing their effect when the player has a weapon drawn, his hands raised to cast a spell or sneaks.

    Deadly Diseases by A Raven of Many Hats (https://www.nexusmods.com/morrowind/mods/49919)
    - Diseases are much more potent "and, dare I say, deadly"

    At last look at the next mod if you want more fun. Please be advised that it may change your Morrowind life once and for all:

    BTB's Game Improvements - Necro Edit by BTB and Necrolesian (https://www.nexusmods.com/morrowind/mods/47129)
    - Massive game balance overhaul that touches on just about every aspect of Morrowind
    - It prevents exploits, makes game harder and provides much more interesting gameplay
    - Previous 4 mods starting with Better Balanced Booze are not needed with BTBGI

    And don't forget to check mod recommendations on BTBGI - Necro Edit page. I've listed only mods not mentioned there. Creeping Blight or Service Requirements Lore are fantastic as well as most of those mods.
  • LGNPC - Patch
    Spoiler:  
    Show

    Version: 2.0.0

    ============
    Description
    ============
    This patch contains several fixes and compatibility patches for most Less Generic NPCs mods(everything except Seyda Neen and Pelagiad, because they don't fit into my game). Use only one folder(merged or modular) for each category of patches:

    01 LGNPC Fixes - Modular
    - Note: dialogue script fixes are to make those scripts compile in OpenMW. Morrowind engine probably doesn't need them, though won't hurt to have them.

    - LGNPC_NoLore - Patch for Purists.esp
    - Port 6 PFP fixes into NoLore

    - LGNPC_Aldruhn - Dialogue Script Fix.esp
    - Fix 1 dialogue script

    - LGNPC_VivecFQ - Dialogue Script Fix.esp
    - Fix 2 dialogue scripts

    - LGNPC_SecretMasters - Dialogue Script Fix.esp
    - Fix 2 dialogue scripts

    - LGNPC_PaxRedoran - Dialogue Script Fix.esp
    - Fix 10 dialogue scripts

    01 LGNPC Fixes - Merged

    - LGNPC Fixes Merged.esp
    - All fixes merged

    02 LGNPC Compatibility Patches - Modular

    - LGNPC_Aldruhn - VA_OtherCouncilClub.esp
    - Makes both "The OTHER Council Club" and "LGNPC Ald-ruhn" compatible
    - Merge scripts

    - LGNPC_Aldruhn - Improved Inns Expanded Entertainers.esp
    - Makes both "Improved Inns Expanded(Entertainers)" and "LGNPC Ald-ruhn" compatible
    - Merge scripts
    - Merge changes for NPC "Darvam Hlaren"
    - Make sure to load it after "Cammon Tong" too(changes of Cammon Tong also merged, though nothing will break if you don't use it)

    - LGNPC_SecretMasters - SV Terrors Of The Night.esp
    - Makes both "SV - Terrors of the Night" and "LGNPC Secret Masters" compatible
    - Merge scripts
    - Merge changes for NPC "Sirollus Saccus"
    - Make sure to load it after "LeFemmeArmor" and "Imperial Legion Expansion" too(changes of those are also merged, though nothing will break if you don't use those)

    - LGNPC_TelMora - OAAB_Tel Mora.esp
    - Merge Natesse's added script and item to prevent breaking 3 LGNPC scripts
    - Not needed if you use record merging utilities, though won't harm if you do

    02 LGNPC Compatibility Patches - Merged

    - LGNPC - Compatibility Patches - Merged.esp
    - All compatibility patches merged

    =============
    Requirements
    =============
    - LGNPC mods(for corresponding patches)
    - Patch for Purists(for LGNPC_NoLore - Patch for Purists/LGNPC Fixes Merged patches)
    - (optional) any or all of mentioned mods for corresponding compatibility patches

    =============
    Installation
    =============
    - Install as any other mod
    - (optional) Activate patch(es) from either of "01 LGNPC Fixes" directories
    - Load right after(below) LGNPC mods
    - (optional) Activate patch(es) from either of "02 LGNPC Compatibility Patches" directories
    - Load after(below) plugins being patched

    ============================================
    Notes on LGNPC load order and compatibility
    ============================================
    LGNPC is massive. To my surprise I've noticed only few conflicts with other mods that required patches. I had to remove/install few mods and change load order for others though. Here are my notes that may be of use for someone:

    1. Install LGNPC mods(note that I do not use Seyda Neen, Pelagiad, Emma's Faces for Khuul)

    2. Check updated MLOX rules for detailed LGNPC load order(https://github.com/DanaePlays/mlox-rules/blob/main/mlox_base.txt) or simply run updated MLOX.

    3. Remove mods:
    - Cinia(conflicts with LGNPC Secret Masters)
    - Blight at the Hairat-Vassamsi Egg Mine(conflicts with LGNPC Pax Redoran)
    - Marandus Rebuilt(possible conflicts with Pax Redoran)
    - (It seems that "To Serve Sithis" conflicts with LGNPC, but it was already removed from my setup)

    4. Install mods:
    - Greetings For No Lore LGNPC Patch(when using Greetings For No Lore)
    - Replaced Marandus Rebuilt with Better Dunmer Strongholds for Marandus
    - (Install The Publicans LGNPC patch when using The Publicans. I use Improved Inns Expanded though and had to make patch for it)

    5. Change load order("A" -> "B" means that "B" should be loaded after(below) "A"):
    - Inter-LGNPC mod order: No Lore -> (other LGNPC) -> Uvirith -> Secret Masters -> Indarys -> Vivec Redoran -> Pax Redoran -> (Ebonheart, Suran - any place really)
    - (Havish, TR etc ESMs) -> LGNPC
    - Djangos(and other generic dialogue mods) -> LGNPC NoLore
    - Greetings for No Lore -> LGNPC NoLore -> Greetings for No Lore LGNPC Patch
    - Ports of Vvardenfell -> LGNPC Gnaar Mok
    - Boys in the Hood -> LGNPC Gnaar Mok
    - Entertainers Expanded -> LGNPC VivecFQ
    - Imperial Legion Expansion -> LGNPC Secret Masters
    - LGNPC NoLore -> Dura Gra-Bol's House Reclaimed
    - LGNPC NoLore -> Wakim(if you use it, I use BTB instead)
    - LGNPC -> Uvirith's Legacy(and all the patches, Rise of House Telvanni etc)
    - LGNPC -> Welcome to the Arena
    - LGNPC -> Immersive Madness
    - (Emma's Faces for Khuul will conflict with many mods)

    6. Excerpt from my load order with mentioned mods. Comments are denoted with "#" sign ahead:

    # Patch for Purists should be as early in load order as possible
    Patch for Purists.esm

    # Load earlier than LGNPC Secret Masters
    LeFemmArmor.esp

    # Generic Dialogue Mods should be placed before LGNPC NoLore
    Greetings for No Lore.esp
    LDM - Context Matters 1.5.ESP
    Idle Talk.ESP
    ...
    Raym's Vampire Rumors.esp
    Djangos Dialogue.ESP
    Djangos Dialogue - Patch for Purists.esp
    What Thieves Guild.ESP

    # Entertainers Expanded to let LGNPC overwrite common records
    Entertainers Expanded.esp

    # LGNPC Block
    LGNPC_NoLore.esp
    LGNPC_GnaarMok_v1_20.esp
    LGNPC_AldVelothi_v1_20.esp
    LGNPC_MaarGan.esp
    LGNPC_HlaOad.esp
    LGNPC_Aldruhn.esp
    LGNPC_Aldruhn_suppl.esp
    LGNPC_TelMora.esp
    LGNPC_Khuul.esp
    LGNPC_VivecFQ.esp
    LGNPC_TelUvirith.esp
    LGNPC_SecretMasters.esp
    LGNPC_IndarysManor.esp
    LGNPC_VivecRedoran.esp
    LGNPC_PaxRedoran.esp
    LGNPC_Ebonheart.esp
    LGNPC_Suran.esp

    # I use LGNPC Fixes Merged and placed it after all LGNPC.
    # Place modular fixes after corresponding mods, or after all LGNPC mods - doesn't really matter
    LGNPC Fixes Merged.esp

    # Uvirith's Legacy Block
    Uvirith's Legacy_3.53.esp
    UL_3.5_TR_21.01_Add-on.omwaddon
    TeaMod_2.1.esp
    TeaMod_TeaGiving.esp
    Building Up Uvirith's Legacy1.1.ESP

    # Greetings for No Lore LGNPC Patch
    GfNL-LGNPC Patch.esp

    # Conflict with LGNPC Ald-ruhn. Compatibility patch is required.
    Improved Inns Expanded - Entertainers.ESP

    # I'd place Boys in the Hood before LGNPC Gnaar Mok without compatiblity patch
    Boys in the Hood.ESP
    CultSheog.ESP

    # I'd place Ports of Vvardenfell before LGNPC Gnaar Mok without compatiblity patch
    Ports Of Vvardenfell V1.6 - Aggressively Compatible - The Strider's Nest.esp

    Imperial Legion Expansion.esp
    Welcome to the Arena! v6.7.esp

    # SV - Terrors of The Night conflicts with LGNPC Ald-ruhn. Compatibility patch is required.
    SV - Terrors Of The Night Normal.ESP
    # <- I'd place "LGNPC_SecretMasters - SV Terrors Of The Night.esp" here in case of modular compatibility patches

    # Dura would better be placed after LGNPC NoLore
    Dura Gra-Bol's House Reclaimed.ESP

    # Camonna Tong slightly conflicts with LGNPC Ald-ruhn. I'd place it before LGNPC Ald-ruhn without compatibility patch
    Camonna Tong.esp
    # <- I'd place "LGNPC_Aldruhn - Improved Inns Expanded Entertainers.esp" here in case of modular compatibility patches

    # "The Other Council Club" slightly conflicts with LGNPC Ald-ruhn. I'd place it before LGNPC Ald-ruhn without compatibility patch
    VA_OtherCouncilClub.ESP
    # <- I'd place "LGNPC_Aldruhn - VA_OtherCouncilClub.esp" here in case of modular compatibility patches

    # Compatibility patch is placed after all the plugins it patches
    # Place modular fixes after corresponding mods in case you use them
    LGNPC - Compatibility Patches - Merged.esp

    ==========
    Changelog
    ==========
    2.0.0
    - Improve "LGNPC_PaxRedoran - Dialogue Script Fix"(8 fixes to it became 10)
    - Fix soft crash due to AddTopic "wild nix-hound"(credit to SandWood Jones who found it)
    - Reason seems to be either UMP changing "wild nix hound" topic name to "wild nix-hound" or authors' mistake
    - Add "LGNPC_TelMora - OAAB_Tel Mora" patch
    - Merge Natesse's added script and item
    - Not needed if you use record merging utilities, though won't harm if you do
    - Rename Merged Compatibility Patch to shorter "LGNPC - Compatibility Patches - Merged"
    1.0.0
    - Initial release

    ========
    Credits
    ========
    - The LGNPC Team: LGNPC
    - half11 and TES3 Community: Patch for Purists
    - Vidi_Aquam: The OTHER Council Club
    - RandomPal: Improved Inns Expanded
    - Siralvek: SV - Terrors of the Night
    - Melchior Dahrk: OAAB Tel Mora
    - SandWood Jones: finding error/conflict in PaxRedoran(AddTopic "wild nix-hound")
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.
  • Library of Vivec Overhaul - Full - OpenMW Patch OpenMW-only
    Spoiler:  
    Show

    Version: 1.1

    ============
    Description
    ============
    In my OpenMW game 5 sitting NPCs in Library appear stuck at the floor. This patch simply moves those NPCs to fix the problem.

    =============
    Requirements
    =============
    - Library of Vivec Overhaul - Full.esp

    =============
    Installation
    =============
    - Install as any other plugin
    - Activate esp
    - Load it after plugins it patches

    ==========
    Changelog
    ==========
    1.0
    - Initial release
    1.1
    - Add SLF_AM_Writer02_02 (Tanell Vroth)

    ========
    Credits
    ========
    - seelof: ReadMe - Library of Vivec Overhaul
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.

    ======================
    List of NPCs modified
    ======================
    SLF_AM_Writer02_01 (Arhola Draenur)
    SLF_AM_reader2_03 (Serilla Vindin)
    SLF_AM_Writer02_02 (Tanell Vroth)
    SLF_AM_Writer02_03 (Govrur Rahren)
    SLF_AM_reader2_04 (Randra Lorin)
  • Masked Helmets Blight Resist Mod
    Spoiler:  
    Show

    Original idea: WanderRA

    Version: 1.0

    ============
    Description
    ============
    This mod gives masked helmets 20% Blight Resist:
    - Boiled Netch Leather Helm
    - Chitin Helm
    - Chitin Mask Helm
    - Telvanni Dust Adept Helm

    There are already two mods that provide similar changes:
    1. Protective Masks Redux by Half11
    - Provides 10% Resist Blight, 10% Resist Disease, 10% Resist Poison to the same 4 masked helmets
    - Bonuses provided via enchanting

    2. Protective Helmets by Virnetch
    - Same bonuses as Protective Masks Redux by default(configurable)
    - Automatically applies to any closed helmet(configurable)
    - Requires MWSE

    I couln't run (2.) and required following differences to (1.):
    - Keep enchanting slot free
    - Provide only Blight Resist(though a bit more)
    - Provide changes via global script(to avoid making multiple patches for Open Helmets, BTBGI etc)

    All these mods don't make sense in unmodded Morrowind whatever mod you choose. They start to shine when you use mods that:
    1. Add Blight to Blight Storms
    Blight Storms Restored
    Frostwind - a camping survival mod
    Ashfall
    The Blight
    Blighted Blight
    2. Spread Blight Storms:
    Creeping Blight

    I use Creeping Blight(plugin version) and Frostwind with OpenMW. You may use Blight Storms Restored instead of Frostwind with OpenMW.

    MWSE-users may use any combination of these mods and more. Check more thorough recommendations at Protective Helmets page.

    The script should not affect performance. It runs once per 2.5 seconds, disables itself once your character gets to a certain point of Main Quest. Tested on Vanilla engine as well.

    =============
    Requirements
    =============
    - Tribunal

    =============
    Installation
    =============
    - Install as any other plugin

    ==============
    Compatibility
    ==============
    Should be compatible with everything, including alternative mods :-)

    ==========
    Changelog
    ==========
    1.0
    - Initial release

    ========
    Credits
    ========
    - WanderRA: Idea
    - Half11: Protective Masks Redux(where I've noticed WanderRA's idea)

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.
  • MBSP - Better Sounds - ncgdMW - Class-Spec - Fixed again Replacement Patch OpenMW-only
    Spoiler:  
    Show

    Original author: HotFusion4
    Edits by: Greywander, Joao Almeida, p4r4digm

    Version: 1.1.1

    ============
    Description
    ============
    This replacement patch makes 4 changes:
    1. Fix "Demoralize Humanoid":

    It is now a pure Illusion spell. Before it was from Mysticism school, but trained illusion.

    2. Remove Better Sounds patch from masters to allow using any Better Sounds patch or none at all.

    You do NOT have to use Better Sounds. The script changes by Joao Almeida cover all the cases (Better Sounds or not). And in this regard it doesn't matter which Better Sounds patch to use if you like Better Sounds (i suppose i've checked them all - none of them changes name of the sound), though i recommend my Better Sounds patch.

    3. Make magicka refund configurable via global variable HFRefundLevel. By default refund is the same as it was:

    MBSP introduced magicka refund mechanics. Every time your cast is successful you get roughly ( 4/6 * Skill ) of magicka spent back(*). I like the idea, but sometimes default value may become unbalanced, so would require tuning depending on playthrough. You may now change this ratio via console:

    set HFRefundLevel to 4

    Value may be from 1 to 5 (4 is default) and it roughly corresponds to 1/6 refund to 5/6 refund (4/6 being default).

    * Precisely formula is in pseudocode:
    Adjusted Skill = Skill + Willpower/8 + Luck/16
    If Adjusted Skill <= 100
    Refund = ( Adjusted Skill / 100 ) * Cost Spell * 4/6
    If Adjusted Skill > 100
    Refund = Cost Spell * 4/6 + ( Adjusted Skill - 100 ) / 200 * 1/6
    If Adjusted Skill >= 200
    Refund = Cost Spell * 9/12

    4. Fix format of skill increase message(thanks to Arivia).

    =============
    Requirements
    =============
    - Natural Character Growth and Decay OpenMW
    - OpenMW

    =============
    Installation
    =============
    - Install as any other mod
    - Replace/Activate instead of "MBSP-BetterSounds+ncgdMW+ClassSpec.omwaddon"

    ==========
    Changelog
    ==========
    1.0
    - Initial release
    1.1
    - Make refund ratio adjustable via HFRefundLevel global variable
    - Investigate the need in Better Sounds (you do NOT have to use it)
    1.1.1
    - Fix format of skill increase message(thanks to Arivia).

    ========
    Credits
    ========
    - HotFusion4: Magicka Based Skill Progression
    - Greywander, Joao Almeida, p4r4digm: MBSP - Better Sounds - ncgdMW Compatible - Class-Spec Benefit Fix
    - Arivia: Fix format of skill increase message
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.
  • Miscellaneous Patches (mostly script fixes for multiple mods) Patch
    Spoiler:  
    Show

    Version: 1.15.1

    ============
    Description
    ============
    This is a collection of small patches. I don't offer merged file for compatibility sake, though I use them all merged:
    - "01 Misc" contains few miscellaneous fixes and quality-of-life things
    - "02 Script Fix" contains script and dialogue script fixes for many mods
    - "03 Creature Leveled Lists" contains few edit to creature leveled lists
    - "04 BTBGI" contains miscellaneous fixes to bring some mods in line with BTBGI
    - "90 Obsolete" contains obsolete patches

    "01 Misc":

    ABCmod - Dagoth Ur Voice Addon(Akulakhan's best chamber)
    - Replace ABCmod's script for a creature with Dagoth Ur Voice's one(make compatible)

    Ajira Deflowered - Patch for Purists
    - Ajira with PfP fixes and flowers removed (credit for idea to AliceL93)

    AliceL93 Vanilla Quest Tweaks - TR_Factions Compatibility Patch
    - Resolve conflict between two mods(both modify the same Hortator dialogue script)

    Almalexia_Voicev1 - PFP
    - Port fix from Patch for Purists

    Almalexia_Voicev1 - Sotha Sil Expanded
    - Combine dialogue changes to make both compatible in any order

    Area Effect Projectiles Integrated - LeFemmArmor
    - Merge items added by both mods into container

    Area Effect Projectiles Integrated - Quill of Feyfolken 2.0
    - Merge items added by both mods into container

    Beware the Sixth House - Dagoth Ur Voice Addon
    - Replace Beware the Sixth House script for a creature with Dagoth Ur Voice's one(make compatible)

    Boys in the Hood - Balmora Waterworks
    - Merge changes of both mods to Heddvild NPC - both key and script

    Cooking and Eating - Enable Hunger
    - Enable hunger from start to avoid setting variable in console

    Ebonheart_Underworks - Disable Rebirth Question
    - Get rid of Ebonheart_Underworks question about Rebirth installed

    FMI - Alice's Package - Entertainers Expanded
    - Merge changes for Dorisa Darvel(books from both mods)

    FMI_HulStop 1.6 - Balmora Waterworks
    - Merge changes of both mods to Hul NPC - both key and script

    Frostwind - Rebalance - OpenMW
    - Rebalance Frostwind, OpenMW only:
    - Increase "internal" temperature. People in RL usually try to wear clothes according to weather conditions. So I've tried to replicate this behaviour into Frostfall. Now you will not freeze in Bitter Coast at night etc. And you'll not suffer from cold completely soaked in warm areas too. Though it's still freezing in blizzard.
    - Wetness is now more important.
    - You may further adjust things with 2 global variables "avp_frostwind_warmth_adjust" and "avp_frostwind_wet_coeff"

    Gnisis Tamnsumiran Door Position Fix
    - I haven't identified why this door is misplaced in my setup so simply moved it

    Library of Vivec Overhaul - Full - Dialogue Fix
    - Fix conflict with Imperial Cult quest (netch leather cure paralization)

    Mining Pick Requirement - Diamond Rocks
    - Make diamond rocks also require mining pick

    Mining Pick Requirement - correctUV Ore Replacer_fixed from GH
    - Make ore rocks replaced by correctUV Ore Replacer fixed from MWSE/OpenMW Graphical Herbalism also require mining pick

    OAAB Brother Junipers Twin Lamps - Camonna Tong Compatibility Patch
    - Script and npc changes merged(Galyn Arvel uses different scripts in both mods, so it requires merging scripts)

    Patch for Purists - Clean_Mines & Caverns - Mat
    - Fix floating items in Mat caused by conflict of Mines and Caverns and Patch for Purists

    Quests for Clans and Vampire Legends - Morrowind Anti-Cheese
    - Mastrius gets weaker items according to Morrowind Anti-Cheese

    Quests for Clans and Vampire Legends - Vampire Clans - Clutter Monkey Overhaul
    - Move Moricius a bit to avoid being stuck into furniture added by VCCMO

    riders - Your Own Ashlander Tribe
    - Make rider in Salit camp peaceful

    Solstheim Tomb of The Snow Prince - Bloodmoon Rebalance
    - Merge changes of The Swimmer

    Wares-base - Adamantium Armor - Rare
    - Adamantium Armor distributed via Wares containers. Very rare as it should
    - I only use Wares-base, for full Wares it would probably require increasing chance to appear
    - At level 17 smiths, traders, pawnbrokers will have a 2% base-chance to have Adamantium Armor piece for sale
    - Obviously an alternative to the official Adamantium Armor plugin
    - I've made it as a supplement to Adamantium Armor Integrated/Expansions Integrated to have a chance to meet Adamantium Armor outside the main quest

    Wyrmhaven - Hlarvis Dren - OpenMW
    - Remove redundant script from Hlarvis which cause him to die sitting, OpenMW only.

    "02 Script Fix":

    AliceL93 Vanilla Quest Tweaks - Script Fix (The Vanilla Quest Tweaks RP Choices Consequences Super Mega Package - Ultimate Edition)
    - 1 dialogue script

    Alms and Donations - Script Fix (Alms for ALMSIVI)
    - 1 dialogue script

    Balmora Guilds Expanded - Script Fix
    - 2 dialogue scripts

    CCM-SecretsofVos-V2-TB - Script Fix
    - 3 dialogue scripts

    Clean_Mines & Caverns - Script Fix
    - 1 script

    DA_Sobitur_Facility_Clean - Script Fix
    - 20 scripts

    DA_Sobitur_Quest_Part_1 Clean - Script Fix
    - 1 script

    DD_Caldera_Expansion - Script Fix (Caldera Mine Expanded)
    - 1 dialogue script

    DRPV1.9 - Script Fix (Dwemer Rebirth Project)
    - 4 scripts
    - Also removed bug with "setalteration 100" (leftover from author's testing)

    Master Index Naturalized - Script Fix
    - 1 dialogue script

    MoonlightOnTheOdaiRiver - Script Fix
    - 1 script
    - 1 dialogue script

    OAAB Brother Junipers Twin Lamps - Script Fix
    - 1 script(tl_invasion contains wrong commands)

    SHS - Bloodskal Barrow - Script Fix (The Stone Halls of Solstheim)
    - 1 dialogue script

    Siege at Firemoth Naturalized - Script Fix
    - 7 dialogue scripts

    Sotha Sil Expanded - Script Fix
    - 2 scripts

    Taskmaster of House Telvanni Part I - Script Fix
    - 1 dialogue script

    TeaMod_2.1 - Script Fix
    - 2 scripts

    The Doors of Oblivion 1.4 - Script Fix
    - 2 dialogue scripts

    The Great Fantasco - Script Fix
    - 1 dialogue script

    The Hammer of Orsinium - Script Fix
    - 3 dialogue scripts

    Uvirith's Legacy_3.53 - Script Fix
    - 1 script
    - 8 dialogue scripts

    Wanderers of Solstheim-TOTSP - Script Fix
    - 1 dialogue script

    Wyrmhaven - Script Fix
    - 1 script

    "03 Creature Leveled Lists":
    - I've switched from "Expansions Integrated" to "Adamantium Armor Integrated", but there were few things that I've decided to replicate(slightly modified). I load these closer to the beginning of the plugin list unlike other patches from this pack.

    Tribunal - Rare Durzogs In Vvardenfell Caves
    - It's now possible to rarely meet Durzogs in Vvardenfell caves. Added Durzogs to "in cave" leveled lists.

    Morrowind - Tombs Leveled Lists Flag Fixed
    - Change "in tomb" leveled lists flag(from "=" player level to "<=" player level) for increased variety of enemies in tombs.

    "04 BTBGI":
    Most of these patches are not needed if you use tes3merge/delta, apart from "Census and Excise".

    Census and Excise Office Faction - BTBGI - Contraband
    - Change prices for giving in contraband

    chuzei_helm_no_neck - BTBGI
    - Chuzei visual fixes from Morrowind Optimization Patch with BTBGI stats

    Entertainers Expanded - BTBGI
    - Colovian helm stats

    Grandfather Frost - BTBGI
    - Red colovian helm stats

    Missing Snow Armor - BTBGI(plugin from TOTSP)
    - BM wolf shield stats

    Siege at Firemoth Naturalized - BTBGI - Ward of Akavir Enchanting
    - Tone down Naturalized's enchanting(or boost original): resist magicka and weapons 25 -> 5

    "90 Obsolete":
    "01 Misc"

    abotBoatsTR2101 - Disable Scenic Ship
    - Disable Scenic Ship at Seyda Neen to avoid making it via setup dialogue
    - No longer needed after "Replacement ships for Abot's Boats" became available

    Camonna Tong - Improved Inns Expanded - Entertainers
    - Merge changes from both mods to keep publican's functions of Darvam Hlaren in Ald-Ruhn

    VB_EmynDB_Patch - Dialogue Fix
    - Update text of 4 dialogues for recent version of Vvardenfell Brotherhood
    - Only use with older versions of Vvvardenfell Brotherhood(v1.16 or older)

    Fighters_Guild_Questline_Overhaul - Enable OpenMW
    - Get rid of FGQO question about OpenMW/vanilla

    "02 Script Fix"

    VB_EmynDB_Patch - Script Fix (Vvardenfell and Dark Brotherhood Crossover)
    - 1 script
    - Only use with older versions of Vvvardenfell Brotherhood(v1.16 or older)

    Fighters_Guild_Questline_Overhaul - Script Fix
    - 8 scripts
    - 8 dialogue scripts

    "04 BTBGI"

    Open Helmets - BTBGI
    - Changes of both mods merged

    =============
    Requirements
    =============
    - Corresponding mods

    =============
    Installation
    =============
    - Install as any other plugin
    - Load after plugins it patches
    - Merge yourself if needed

    ==============
    Compatibility
    ==============
    Don't use "OpenMW" labeled files from "01 Misc" in Vanilla engine.

    ==========
    Changelog
    ==========
    1.15.1
    - Remove "OAAB_Tel Mora - Script Fix"(fixed upstream in v4.0.3)
    1.15.0
    - Add "OAAB Brother Junipers Twin Lamps - Script Fix" with 1 script fix(tl_invasion didn't compile on OpenMW)
    - Add "OAAB_Tel Mora - Script Fix" with 2 dialogue script fixes(vampires attacking tel mora, missing text after "say" function)
    - Add "Patch for Purists - Clean_Mines & Caverns - Mat" patch(floating items in Mat fixed)
    - Update "Library of Vivec Overhaul - Full - Dialogue Fix"
    - Remove "Quests for Clans and Vampire Legends - BTBGI - auto-calc spells"(no longer auto-calc spells in QCVL)
    1.14.0
    - Add "OAAB Brother Junipers Twin Lamps - Camonna Tong Compatibility Patch"(script and npc changes merged)
    1.13.0
    - Add "Taskmaster of House Telvanni Part I - Script Fix" with 1 dialogue script fix
    1.12.0
    - ABCmod(Akulakhan's best chamber) - Dagoth Ur Voice Addon(replace ABCmod's script for a creature with Dagoth Ur Voice's one for compatibility)
    - Almalexia_Voicev1 - PFP(port fix from Patch for Purists)
    - Almalexia_Voicev1 - Sotha Sil Expanded(combine dialogue changes to make both compatible in any order)
    - Beware the Sixth House - Dagoth Ur Voice Addon(replace Beware the Sixth House's script for a creature with Dagoth Ur Voice's one for compatibility)
    - FMI - Alice's Package - Entertainers Expanded(merge changes for Dorisa Darvel)
    - Remove Cyrodiil_Main - Script Fix(with 6 dialogue scripts that are no longer needed - everything was fixed in recent release)
    - Remove "Staff Agency_NoModels - Script Fix"(had 1 dialogue script - no longer use the mod)
    1.11.0
    - Add "AliceL93 Vanilla Quest Tweaks - TR_Factions Compatibility Patch"(fix conflict, because both modify the same Hortator dialogue script)
    1.10.0
    - Add "Solstheim Tomb of The Snow Prince - Bloodmoon Rebalance"(Merge changes of The Swimmer)
    - Move "abotBoatsTR2101 - Disable Scenic Ship" to "90 Obsolete" after "Replacement ships for Abot's Boats" became available
    - Move "Fighters_Guild_Questline_Overhaul - Script Fix" to "90 Obsolete" after replcacing FGQO with FGI
    - Move "Fighters_Guild_Questline_Overhaul - Enable OpenMW" to "90 Obsolete" after replcacing FGQO with FGI
    - Move "Improved Inns Expanded - Entertainers" patch for Camonna Tong to "90 Obsolete"(made another separate patch for LGNPC as well)
    - Remove "TR_Mainland - Script Fix"(Tamriel Rebuilt updated to v22.11)
    - Remove "The Minotaurs Ring - Script Fix"(no longer needed - everything's fixed)
    1.9.1
    - Hotfix to "Siege at Firemoth Naturalized - Script Fix"(remove 2 newly added errors)
    1.9.0
    - Add "Master Index Naturalized - Script Fix" with 1 dialogue script fix
    - Add "Siege at Firemoth Naturalized - Script Fix" with 7 dialogue script fixes
    - Add "Siege at Firemoth Naturalized - BTBGI - Ward of Akavir Enchanting"(resist magicka and weapons 25 -> 5)
    1.8.0
    - Move BTBGI miscellaneous patches to dedicated folder "04 BTBGI"
    - Add "Census and Excise Office Faction - BTBGI - Contraband"(change prices for giving in contraband)
    - Add "Entertainers Expanded - BTBGI"(colovian helm stats)
    - Add "Grandfather Frost - BTBGI"(red colovian helm stats)
    - Add "Missing Snow Armor - BTBGI"(bm wolf shield stats, plugin from TOTSP)
    - Add "Open Helmets - BTBGI"(changes of both mods merged) into "90 Obsolete"
    - Revert order of changelog records
    1.7.0
    - Add "riders - Your Own Ashlander Tribe" (make rider in Salit camp peaceful)
    - Update "Improved Inns Expanded - Entertainers" patch for Camonna Tong (enable Barter for "Darvam Hlaren")
    - Move "Vvvardenfell and Dark Brotherhood Crossover" Patches to "90 Obsolete"
    - Upstream mod is not up to date with Vvardenfell Brotherhood v1.17+
    1.6.0
    - Add "Boys in the Hood - Balmora Waterworks" (merge changes of both mods to Heddvild NPC - both key and script)
    - Add "FMI_HulStop 1.6 - Balmora Waterworks" (merge changes of both mods to Hul NPC - both key and script)
    1.5.0
    - Add "VB_EmynDB_Patch - Dialogue Fix" with 4 dialogues text updated for recent version of Vvardenfell Brotherhood
    - Add "Quests for Clans and Vampire Legends - Morrowind Anti-Cheese"(Mastrius gets weaker items)
    - Update "Quests for Clans and Vampire Legends - BTBGI - auto-calc spells"(disable auto-calc mark for newly added spell)
    - Place the script that makes the patches into the download(Docs/Scripts/avp_misc.sh)
    - Move Readme.txt into Docs directory
    1.4.2
    - Remove Sky_Main - Script Fix(SHOTN). All 3 dialogues were fixed upstream.
    1.4.1
    - Add 2 more dialogue script fixes for updated SHOTN v22.02
    1.4.0
    - Add "Improved Inns Expanded - Entertainers" patch for Camonna Tong
    - Add "BTBGI - auto-calc spells" patch for QCVL
    - Add "Vampire Clans - Clutter Monkey Overhaul" patch for QCVL
    1.3.0
    - Add "Area Effect Projectiles Integrated" patch for LeFemmArmor
    - Add "Area Effect Projectiles Integrated" patch for Quill of Feyfolken
    1.2.1
    - Add "Sottilde Lure" fixes to both FG dialogue and script fixes
    1.2.0
    - Add abotBoatsTR2101 - Disable Scenic Ship
    - Add Tribunal - Rare Durzogs In Vvardenfell Caves
    - Add Morrowind - Tombs Leveled Lists Flag Fixed
    1.1.0
    - Add Mining Pick Requirement - Diamond Rocks
    - Add Mining Pick Requirement - correctUV Ore Replacer_fixed (from Graphical Herbalism)
    - Add Wares-base - Adamantium Armor - Rare
    - Add Library of Vivec Overhaul - Full - Dialogue Fix
    - Add AliceL93 Vanilla Quest Tweaks - Script Fix
    - Remove Mudcrab Imports Pirate Adventures - Script Fix, fixed upstream
    1.0.0
    - Initial release

    ========
    Credits
    ========
    - OpenMW Team: OpenMW
    - John Moonsugar: tes3cmd
    - AliceL93: Ajira Deflowered idea, The Vanilla Quest Tweaks RP Choices Consequences Super Mega Package - Ultimate Edition, Census and Excise Office Faction, FMI - Alice's Package
    - TES3 Community, half11: Patch for Purists
    - MOP Team: Morrowind Optimization Patch
    - BTB: BTB's Game Improvements
    - Necrolesian: BTB's Game Improvements - Necro Edit, Adamantium Armor Integrated, Expansions Integrated, Area Effect Projectiles Integrated, Grandfather Frost
    - Ian: Cooking and Eating, Entertainers Expanded
    - Dandy Daedra: Ebonheart Underworks
    - zelazko: Fighters Guild Questline Overhaul
    - Merlord: Frostwind - a camping survival mod
    - Neoptolemus: Wyrmhaven
    - Zaarin: Alms for ALMSIVI
    - Lucevar: Balmora Guilds Expanded
    - CCM: CCM Secrets of Vos
    - jsp25: Mines and Caverns
    - dagothagahnim: Sobitur Facility
    - RubberMan: Dwemer Rebirth Project
    - Greatness7 - Melchior Dahrk - TheDrunkenMudcrab: Caldera Mine Expanded
    - MatthewTheBagel: Moonlight on the Odai River
    - Corsair83 - PikachunoTM: The Stone Halls of Solstheim
    - Team SSE: Sotha Sil Expanded
    - Stuporstar: The Tea Mod, Uvirith's Legacy
    - Ashstaar: The Doors of Oblivion
    - DasOmega: The Great Wizard Fantasco
    - Terik Fel: The Hammer of Orsinium
    - zelazko and Caeris and EMYN: Vvardenfell and Dark Brotherhood Crossover
    - ManaUser, RandomPal: Wanderers of Solstheim TOTSP
    - TheDrunkenMudcrab: Miner's Pick Requirement for Ore Mining
    - Danae Aurel: Wares
    - seelof: ReadMe - Library of Vivec Overhaul
    - abot, Arcimaestro Antares: Boats
    - RandomPal: Improved Inns Expanded
    - Tel Shadow: Vampire Clans - Clutter Monkey Overhaul
    - Queenkeely, SpiritTauren: Quests for Clans and Vampire Legends (QCVL)
    - Von Djangos: Boys in the Hood
    - PoodleSandwich: FMI - HulStop.
    - MwGek: Balmora Waterworks
    - rot: Riders
    - TOTSP Team: Solstheim - Tomb of the Snow Prince
    - Leyawynn: Open Helmets
    - PikachunoTM: Siege at Firemoth Official Plugin Naturalized, Master Index Official Plugin Naturalized(from Bethesda Official Plugins Naturalized)
    - mort: Bloodmoon Rebalance, Beware the Sixth House
    - Tamriel Rebuilt Team: TR_Factions from Tamriel Rebuilt
    - Duo Dinamico: Akulakhan's best chamber
    - MrTS & Tyana Rie & Miltiades: Dagoth Ur Voice Addon
    - Skydiver: Almalexia Voice
    - Brother Juniper, Lucevar: OAAB Brother Junipers Twin Lamps
    - Caeris: Camonna Tong

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.

    ===================
    About script fixes
    ===================
    This is a product of my battle to have all the scripts and dialogue scripts compile(work) in my game. Some of these errors are "ignored" in Vanilla engine(it's bit more complicated actually). Script differences aside dialogue scripts are processed in a similar manner in both engines. That means Vanilla engine users may also benefit from my dialogue fixes.

    OpenMW may be forced to compile all the scripts and dialogue scripts on start(instead of normal behaviour to compile only when encountering them) by adding these lines to openmw.cfg:
    # disable warning, otherwise there will be too many log lines
    script-warn=0
    # compile dialogue scripts, may take a lot of time (minutes on average CPU with lots of dialogues)
    script-all-dialogue=1
    # compile all the "regular" scripts - fast
    script-all=1

    There will be script errors in log if something fails to compile with those configuration lines, otherwise there will be something like:
    compiled 13280 of 13280 scripts (100%)
    compiled 90790138 of 90790138 dialogue script/actor combinations a(100%)
  • Morag Tong Polished Compatibility Patch
    Spoiler:  
    Show

    Version: 1.1

    ============
    Description
    ============
    This patch fixes conflicts between Morag Tong Polished and other mods:

    01 TR_Factions

    - TR_Factions(from Tamriel Rebuilt)
    - Fix conflict in Hortator quest("counttelvannihortator" script)

    02 Economy Adjuster Adjustments Crime

    - Economy Adjuster Adjustments
    - Murder cost from Economy Adjuster Adjustments
    - New grits from Morag Tong Polished

    03 TR_Factions - Economy Adjuster Adjustments Crime

    - Merged version for use with both TR_Factions and EcoAdjCrime

    =============
    Requirements
    =============
    - Morag Tong Polished
    - (optional) EcoAdjCrime (Necro Edit) from Economy Adjuster Adjustments
    - (optional) Morag Tong Polished

    =============
    Installation
    =============
    - Install as any other mod
    - Select only one file
    - Load it after plugins it patches
    - Activate plugin

    ==========
    Changelog
    ==========
    1.0
    - Initial release
    1.0.1
    - Recompile scripts for vanilla engine
    1.1
    - Add TR_Factions patch
    - Add Merged version
    - Rename files

    ========
    Credits
    ========
    - Caeris: Morag Tong Polished
    - Tamriel Rebuilt Team: TR_Factions
    - HotFusion and BTB and Necrolesian: Economy Adjuster Adjustments
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.
  • NCGDMW Lua Edition Patch
    Spoiler:  
    Show

    Version: 1.0.0

    ============
    Description
    ============
    This mod improves interaction between NCGDMW Lua Edition and several mods.

    Some mods introduce togglable spells that foritify skills. Few examples:
    - Thief Experience Overhaul may fortify sneak when the weather is foggy
    - OAAB Data's enchanting table boosts enchanting skill when using it
    - Havish has a certain item boosting your weapon skill when used

    Those spells with type of "Ability" would trigger NCGDMW Lua Edition to increase or decrease your level. Nothing game breaking, though frequent messages doesn't look good. Turning "Ability" to "Curse" doesn't change anything from player perspective, though NCGDMW starts to ignore those temporary changes.

    Merged version is the way to go even if you don't have some of the mods. Modular version is also there just in case.

    List of supported mods:
    Havish
    Meteors
    OAAB_Data
    Sotha Sil Expanded
    Tel_Aruhn_Chronicles
    Tamriel_Data
    Thief Experience Overhaul 1.3b

    =============
    Requirements
    =============
    - NCGDMW Lua Edition

    =============
    Installation
    =============
    - Install as any other plugin
    - Load it after plugins it patches
    - Activate plugin

    ==========
    Changelog
    ==========
    1.0
    - Initial release

    ========
    Credits
    ========
    - Greywander, EvilEye, johnnyhostile: NCGDMW Lua Edition
    - JOG: Havish
    - Shanjaq, Naky, Smight Plight, Ghostwheel: Meteors
    - OAAB_Data Team: OAAB_Data
    - Team SSE: Sotha Sil Expanded
    - Team Lazy Lame Corprus Stalkers: Tel Aruhn Chronicles
    - Project Tamriel: Tamriel_Data
    - LDones: Thief Experience Overhaul
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.
  • No More Air Supremacy - Adjustable Timer Patch
    Spoiler:  
    Show

    Version: 1.0.1

    ============
    Description
    ============
    This small patch increases timeout to switch to "unarmed/unreadied" state to 2 seconds from default 1. You can further adjust it with console command "set nmasTimer to <seconds>", i.e.:
    set nmasTimer to 3

    To return to original value:
    set nmasTimer to 1

    I was simply unable to cast levitation and then "unready" spell with default timer.

    =============
    Requirements
    =============
    - No More Air Supremacy

    =============
    Installation
    =============
    - Install as any other mod
    - Load it after plugin it patches

    ==========
    Changelog
    ==========
    1.0
    - Initial release
    1.0.1
    - Recompile script for vanilla engine

    ========
    Credits
    ========
    - Xiran: No More Air Supremacy
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.

    ================
    Recommendations
    ================
    If you are into mods like this one then you'll probably have fun with following mods:

    Strength and Weakness by A Raven of Many Hats (https://www.nexusmods.com/morrowind/mods/49907)
    - Apply weaknesses or resists to diseases and damage types based on health

    Bodily Injuries by RacerPlume (https://www.nexusmods.com/morrowind/mods/46405)
    - Injuries drain your attributes and have other negative effects

    Bad Weather Matters by RacerPlume (https://www.nexusmods.com/morrowind/mods/46495)
    - You will suffer ill effects depending on the weather

    Armor Effects-WD by LDones & WDog (https://mw.modhistory.com/download-4-8742)
    - Wearing bulky Medium or Heavy Armors will now bring a Sneak Penalty, optionally Heavy Armor will also cause a slight Agility Penalty

    Thief Experience Overhaul 1.3 by LDones (http://mw.modhistory.com/download-37-7250)
    - Sneak bonus based on weather and time of day (and many more great things for thief gameplay)
    - Works great paired with Armor Effects

    Immersive Alcohol by Merlord (https://www.nexusmods.com/morrowind/mods/45589)
    - "Get drunk, black out, lose your pants, become addicted, suffer withdrawals, get clean."
    - Balance alcohol

    Better Balanced Booze by mort (https://www.nexusmods.com/morrowind/mods/45844)
    - "Alcohol is far too common to have effects 5x that of some potions. Why even make strength potions when sujamma costs 30g and gives you +50 hulk strength? This changes that."
    - Balance alcohol

    Price Balance by Dungeom (https://www.nexusmods.com/morrowind/mods/45529)
    - Smooths the price curve of expensive items, prevents gold exploits, makes selling items easier and balances economy.

    Better Balanced Boots of Blinding Speed by Pherim (https://www.nexusmods.com/morrowind/mods/43027)
    - Makes the Boots of Blinding Speed less overpowered by removing their effect when the player has a weapon drawn, his hands raised to cast a spell or sneaks.

    Deadly Diseases by A Raven of Many Hats (https://www.nexusmods.com/morrowind/mods/49919)
    - Diseases are much more potent "and, dare I say, deadly"

    At last look at the next mod if you want more fun. Please be advised that it may change your Morrowind life once and for all:

    BTB's Game Improvements - Necro Edit by BTB and Necrolesian (https://www.nexusmods.com/morrowind/mods/47129)
    - Massive game balance overhaul that touches on just about every aspect of Morrowind
    - It prevents exploits, makes game harder and provides much more interesting gameplay
    - Previous 4 mods starting with Better Balanced Booze are not needed with BTBGI

    And don't forget to check mod recommendations on BTBGI - Necro Edit page. I've listed only mods not mentioned there. Creeping Blight or Service Requirements Lore are fantastic as well as most of those mods.
  • NPC_Schedule(beta) Patch
    Spoiler:  
    Show

    Version: 1.3

    ============
    Description
    ============
    Several fixes:
    - Fix Ano Valdo never appearing (johnnyhostile)
    - Fix Nelmil Hler never appearing (johnnyhostile)
    - Fix 6 scripts compilation errors in OpenMW
    - Fix Aeta Wave-Breaker script (it never worked)

    Initially patch for OpenMW, though with new fixes by johnnyhostile everyone may benefit from this patch.

    =============
    Requirements
    =============
    - NPC_Schedule(beta)

    =============
    Installation
    =============
    - Install as any other plugin
    - Load it after plugins it patches

    ==========
    Changelog
    ==========
    1.0
    - Initial release
    1.1
    - Fix bug with Ano Vando never appearing (johnnyhostile)
    1.2
    - Fix bug with Nelmil Hler never appearing (johnnyhostile)
    1.2.1
    - Rename to .esp, update Readme
    1.2.2
    - Recompile scripts in Construction Set for vanilla engine
    - Fix ald-velothi "not allowed to sleep" according to PfP
    - Modify activators to run fixed scripts
    1.3
    - Fix Aeta Wave-Breaker script (it never worked)

    ========
    Credits
    ========
    - Grumpy: NPC_Schedule original author
    - Dungeom: fixing and uploading to nexus
    - johnnyhostile: fixing Ano Vando, Nelmil Hler never appearing bug

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.
  • Of Dungeons and Abodes - Teleport Amulet Patch OpenMW-only
    Spoiler:  
    Show

    - Probably OpenMW-specific problem
    - Tiny fix of location in script. According to SlothLikeSin and havXeus.
  • Persistent Corpse Disposal Mod/Replacement Patch
    Spoiler:  
    Show

    Original mod author: dmbaturin

    Version: 1.0

    ============
    Description
    ============
    This replacement patch offers more compatible version with PfP fixes and compatibility with several mods:

    01 PFP - Compat

    - Redundant NPC_ records removed (main source of conflicts with other mods)
    - Redundant dialog entry removed (8172272613189828252)
    - Patch for Purists fixes ported (though had to make it depend on PfP due to new dialog entry 222445677129166576)

    02 - 08 folders contain compatibility patches for following mods and their combinations:

    - Gnisis Docks
    - Grandfather Frost
    - CCM Guard Patrols

    =============
    Requirements
    =============
    - Patch for Purists
    - (optional) any or all of mentioned mods

    =============
    Installation
    =============
    - Install as any other plugin
    - Deactivate original plugin
    - Activate only one esp
    - Load after plugins being patched

    ==========
    Changelog
    ==========
    1.0
    - Initial release

    ========
    Credits
    ========
    - dmbaturin: Persistent Corpse Disposal
    - half11 and TES3 Community: Patch for Purists
    - AliceL93 and PoodleSandwich: Gnisis Docks
    - Necrolesian: Grandfather Frost
    - CCM: CCM Guard Patrols and Quests
    - John Moonsugar: tes3cmd

    ========
    License
    ========
    CC-BY 4.0
  • Ports Of Vvardenfell Replacement Patch
    Spoiler:  
    Show

    Original mod author: Mick083

    Version: 3.1.0

    ============
    Description
    ============
    This replacement patch offers cleaned version and compatibility with many mods:
    - Solstheim - Tomb of the Snow Prince
    - Both "Boys in the Hood" and "Wear a Mask"
    - LGNPC Gnaar Mok
    - Silt Strider Courier
    - Ald-Ruhn Temple Expansion
    - The Strider's Nest - Companions and Quests
    - Many city overhauls

    Several options are grouped into folders "01 Base"(replacement patch for Ports of Vvardenfell) and "02 NPC Only"(additional compatibility patches with NPC records only):

    01 Base:
    - 01 Clean
    - deep cleaned version of Port of Vvardenfell:
    - cleaned twice
    - cleaned 8 more cells with 0 objects
    - removed redundant script
    - khuul caravaner moved a bit to prevent him falling down the hill
    - use this one if you have few mods and there is no TR, TOTSP, TLAD, breaking city overhauls amongst them

    - 02 Compatible
    - previous + changes for compatibility with more mods:
    - Fort Frostmoth and Raven Rock changes reverted for compatibility with Tomb of the Snow Prince
    - Few misc items removed from Ebonheart docks for compatibility with Province Cyrodiil, MDP Ebonheart
    - Few misc items removed from Vivec, Ebonheart, Dagon Fel for compatibility with updated Tamriel Rebuilt
    - Caravaner's lantern replaced with vanilla lantern for compatibility with True Lights and Darkness and alike
    - use this one if you have TR, TOTSP, TLAD etc

    - 03 Aggressively Compatible
    - previous + aggressive compatibility:
    - All changes to terrain reverted to vanilla, affected objects moved appropriately
    - Most silt striders size changes reverted to vanilla
    - Ald-Ruhn strider port moved back to vanilla position
    - Vivec statue in Balmora removed
    - use this one if you have something requiring vanilla terrain like
    - Ald-Ruhn Temple Expansion (and everything containing it - RandomPal/Nwah Ald-Ruhn etc)
    - Extensive Balmora, Gnisis, Vivec overhauls etc

    - 04 Aggressively Compatible - The Strider's Nest
    - previous + delete street lights from Balmora's Strider's platform

    - 05 Ultra Aggressively Compatible
    - aggressively compatible + the following:
    - All cell changes in Ald-Ruhn and Vivec striderports removed
    - made specifically for use with "Ald'ruhn - Seat of power of House Redoran" and "Vivec City", as they change striderports drastically

    - 06 Ultra Aggressively Compatible - The Strider's Nest
    - previous + delete street lights from Balmora's Strider's platform

    02 NPC Only/*
    - Patches for each of the following mods and their combinations, select only one
    - TOTSP
    - destinations changed
    - Both "Boys in the Hood" and "Wear a Mask"
    - scripts added to wear hoods in rain and masks in ashstorms
    - few Patch for Purists changes ported
    - LGNPC Gnaar Mok
    - LGNPC script added(or replaced) to Valveli Arelas
    - I had to separate NPC changes from most PoV changes to avoid creating dozens of patches

    Also there is an additional patch:

    10 Silt Strider Courier
    - Move 3 NPCs a bit to remove conflicts
    - Load it after Silt Strider Courier plugin

    =============
    Requirements
    =============
    - Ports Of Vvardenfell (resources)
    - (optional) Solstheim - Tomb of the Snow Prince(for TOTSP patches)
    - (optional) Both "Boys in the Hood" and "Wear a Mask"(for Hood and Mask patches)
    - (optional) LGNPC Gnaar Mok(for LGNPC Gnaar Mok patches)
    - (optional) Silt Strider Courier

    =============
    Installation
    =============
    - Install as any other plugin
    - Deactivate original Ports Of Vvardenfell 1.6.ESP
    - Activate only one esp from "01 Base" and/or only one esp from "02 NPC Only"
    - Load after plugins being patched
    - Load "02 NPC Only" after "01 Base" in case you use both
    - Resources from Ports Of Vvardenfell mod are required

    ==============
    Compatibility
    ==============
    There is an option to fit into any setup now. Please contact me if you think it's not enough and another patch is required.
    Also I've moved a lot of items in aggresively compatible version but may have missed something, so tell me if you find someting.

    I haven't made a patch for Shrine of Azura by Endoran, because it's easy to place Shrine of Azura before PoV.

    =================
    Recommended mods
    =================
    Already mentioned:
    - Boys in the Hood
    - Silt Strider Courier
    - Wear a Mask

    Striders:
    - Abot Silt Striders
    - Local Lore - Silt Striders and Caravaners
    - Silt Strider Animation Restored
    - Silt Strider (by Nwahs and Mushrooms Team)
    - I use modified version from "Revenorror's Misc Mods and Patches"

    Ports:
    - Abot Boats
    - Folded in Port
    - Ships of the Imperial Navy
    - I use "Ships Of The Imperial Navy and Solstheim Tomb of the Snow Prince compatibility patch"

    Gondoliers:
    - Abot Gondoliers

    ==========
    Changelog
    ==========
    3.1.0
    - "01 Base"
    - Add "The Strider's Nest" patches(delete street lights from Balmora's strider's platform)
    - Few misc items removed from Vivec, Ebonheart, Dagon Fel for compatibility with updated Tamriel Rebuilt
    - "02 NPC Only"
    - Add "LGNPC Gnaar Mok" patches(add/replace script to Valveli Arelas)
    - Remove "TR_Travels" patches(Tamriel Rebuilt v22.11 no longer has TR_Travels)
    - Add note about "Shrine of Azura" compatibility
    3.0.0
    - Remake patch completely (again)
    - More cleaning (-8 cells, -redundant script)
    - Lantern replaced with slightly modified vanilla version to fit into TLAD and alike
    - New patch variant with LAND changes reverted
    - New patches for use with both "Boys in the Hood" and "Wear a Mask"
    - Add Recommended mods section
    2.1.2
    - Add Compatibility section to Readme
    2.1.1
    - Second clean pass
    - Remove 1 misc item in Ebonheart for compatibility with MDP Ebonheart
    - Remove 9 misc items in Ebonheart from TR_Travels patches for compatibility with Province Cyrodiil
    2.1.0
    - Add Silt Strider Courier patch
    2.0.0
    - Remake the patch. Now offer several variants of replacement patches, instead of additional patches
    - Add patch for Solstheim TOTSP
    - Combine previous Khuul caravaner and TR_Travels patches into one package
    - Get rid of accidental flag change for Daynas Darys
    1.1.0
    - Change extension from ".omwaddon" to ".esp"
    1.0.0
    - Initial release

    ========
    Credits
    ========
    - Mick083: Ports Of Vvardenfell
    - The Wanderer: Dockside Clutter (used in Ports Of Vvardenfell)
    - TOTSP Team: Solstheim - Tomb of the Snow Prince
    - Von Djangos: Boys in the Hood, Wear a Mask
    - The LGNPC Team: LGNPC Gnaar Mok
    - Lucevar and AliceL93: Silt Strider Courier
    - johnnyhostile: reports and recipes on Ald-Ruhn and Vivec overhauls conflicts
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.

    ======================
    List of NPCs modified
    ======================
    All of the NPCs with added Mick083 lantern got it replaced with slightly modified vanilla version

    All of the NPCs from "Boys in the Hood" and "Wear a Mask" got scripts added

    Three NPCs from Boys in the Hood got fixes from PfP ported

    Valveli Arelas(Gnaar Mok) gets LGNPC Gnaar Mok script in corresponding patches

    Khuul:
    - Seldus Nerendus - Khuul
    Position moved ~6 meters (from the end of bridge right before it)

    TOTSP destination changes:
    - S'Virr - Khuul
    Modified: Fort Frostmoth
    - Basks-In-The-Sun - Fort Frostmoth
    Modified: Raven Rock
    - Veresa Alver - Raven Rock
    Modified: Fort Frostmoth

    Silt Strider Courier patch NPC locations:
    - Balmora
    - Seyda Neen
    - Vivec

    Exact details are in the tes3cmd script used to make these patches:
    Docs/Scripts/pov_make_patch.sh
  • Quarra Clan - Refreshed Mod/Replacement Patch
    Spoiler:  
    Show

    Original mod author: Jonathan Nash

    Version: 1.4.0

    ============
    Description
    ============
    From original Readme (slightly redacted):
    "I did this mod because I felt there weren't enough vampire quests in the game, and I found the ones that were there less than satisfying. So, I made the Quarra clan a joinable faction, with about 20 quests, and probably 8+ hours of gameplay added.
    IMPORTANT - These quests are triggered when you complete Volrina Quarra's Raw Materials quest. If you have already completed this quest, then you the quests can't be triggered! You will have to load a saved game or something.
    IMPORTANT - If you are a House Hlaalu member, or a member of the temple, and you wish to continue in these factions after playing the Quarra quests and obtaining a cure for vampirism, then I would HIGHLY RECOMMEND that you save your game before doing any of these quests. This is because the Quarra clan quests are rather damaging to these two factions (meaning you have to kill off some very prominent members in them). Sorry guys, but I had to get the poor vampires to kill SOMEONE!"

    Quarra Clan is a great mod and especially well done for 2002. Nowadays though you'd expect to have as little conflicts as possible with hundreds of other mods. I had to "refresh" it with 2021 expectations.

    Fixes:
    1. Reenabled "future rewards" dialogue and quests for other vampire clans
    2. Fixed "cattlescript" so that it should now work correctly for Quarra cattle
    3. PfP improvements to scripts ported, fixed several minor errors in scripts
    4. 4 Fixes to dialogues from "LDM - Context Matters" and Patch for Purists
    5. 2 cells flags fixed (as per PfP/MCP)

    Clean/conflict removal:
    1. Cleaned (no more evil GMSTs etc)
    2. Removed unneeded changes to 26 NPCs and 1 Creature to minimize conflicts
    3. Removed obvious error/leftover/unneeded changes to "barrel_01", 4 cells, 7 dialogues
    4. 8 unneeded subrecords removed

    Original plugin and Readme, as well as few optional patches are also included.

    There is an expansion/spinoff to this mod - Quests for Clans and Vampire Legends (QCVL) by Queenkeely & SpiritTauren ("https://www.nexusmods.com/morrowind/mods/49486"). Check it out!

    Files:

    01 Refreshed

    quarraclan_refreshed.esp
    - fixed plugin

    02 Optional Patches - Modular

    quarraclan_refreshed - Faction Stats Override.esp
    - Use this to revert unneeded changes to Quarra Clan by Imperial Factions (or any other similar plugin)
    - Use next patch instead if you have Tamriel_Data v10(or newer) installed
    - Requirements: none, may safely be used without "Imperial Factions" or similar
    - Don't clean, FACT record there is specifially to override undesired changes if there are any

    quarraclan_refreshed - Tamriel_Data.esp
    - Merge of quarra clan faction changes from both mods
    - Requirements: Tamriel_Data v10(or newer)
    - Use "04 Obsolete Patches/quarraclan_refreshed - TR_Factions.esp" instead if you use TR v22.11(or older), TR_Factions and Tamriel_Data v9(or older)

    quarraclan_refreshed - Morrowind Anti-Cheese.esp
    - Replace few daedric and ebony items for Siri and Volrina Quarra
    - Requirements: none, may safely be used without "Morrowind Anti-Cheese"

    quarraclan_refreshed - Raym's Vampire Rumors.esp
    - Contains "Raym's Vampire Rumors - Patch for Purists" standalone Patch
    - Fixes Irarak's quest and a bit more
    - Merge of conflicting changes from both Quarra Clan and Raym's Vampire Rumors for vampire dialogues

    quarraclan_refreshed - Vampire Clans - Clutter Monkey Overhaul.esp
    - Move 1 NPC a bit to not get stuck in "Vampire Clans - Clutter Monkey Overhaul"
    - Requirements: none, may safely be used without "Vampire Clans - Clutter Monkey Overhaul"

    02 Optional Patches - Merged

    quarraclan_refreshed - Merged Patches.esp
    - All optional modular patches merged into one
    - Requirements:
    - "Raym's Vampire Rumors" mod "https://www.nexusmods.com/morrowind/mods/48469"
    - "Tamriel_Data" v10+
    - Don't clean, FACT record there is specifially to override undesired changes if there are any

    03 Original

    quarraclan.esp
    - original plugin (not needed if you use "refreshed" version)

    =============
    Requirements
    =============
    - Requires Morrowind
    - (optional) Merged and "Raym's Vampire Rumors" patches require "Raym's Vampire Rumors" mod
    - (optional) Merged and "Tamriel_Data" patches require "Tamriel_Data"(v10 or newer)

    =============
    Installation
    =============
    - Install as any other mod
    - Activate plugin
    - (optional) Place patch(es) after all mods being patched and activate

    ===========
    Load order
    ===========
    I don't use Imperial Factions, but patch is there if you want it.

    Suggested relative load order of mentioned/conflicting mods (everything is optional):

    Patch for Purists.esm
    Tamriel_Data.esm
    Morrowind Anti-Cheese.ESP
    LDM - Context Matters 1.5.ESP # Place before Raym's Vampire Rumors
    Raym's Vampire Rumors.esp
    Vampire Clans - Clutter Monkey Overhaul.ESP

    * quarraclan_refreshed.esp

    ** quarraclan_refreshed - Morrowind Anti-Cheese.esp
    ** quarraclan_refreshed - Raym's Vampire Rumors.esp
    ** quarraclan_refreshed - Vampire Clans - Clutter Monkey Overhaul.esp

    Quests for Clans and Vampire Legends.ESP
    Djangos Dialogue.ESP
    What Thieves Guild.ESP
    Vvardenfell Brotherhood.esp
    Imperial Factions.ESP

    ** quarraclan_refreshed - Faction Stats Override.esp
    ** quarraclan_refreshed - Tamriel_Data.esp

    *** quarraclan_refreshed - Merged Patches.esp

    ==========
    Changelog
    ==========
    1.4.0
    - Add Tamriel_Data patch(instead of TR_Factions)
    1.3.0
    - Add TR_Factions patch for Tamriel Rebuilt
    1.2.0
    - Add Raym's Vampire Rumors Patch
    - Drop Special Occasions Patch after the mod was improved
    1.1.0
    - Add Vampire Clans - Clutter Monkey Overhaul Patch
    - Add Special Occasions Patch
    - Drop QCVL patch - it should not be here
    - Remake Merged Patch
    - Restructure/rename files
    1.0.1
    - Recompile changed scripts in CS for vanilla engine
    1.0.0
    - Initial release

    ========
    Credits
    ========
    - Jonathan Nash: Quarra Clan
    - TES3 Community, half11: Patch for Purists
    - Raym: Raym's Vampire Rumors
    - Lucevar: LDM - Context Matters
    - Remiros, Half11: Morrowind Anti-Cheese
    - Queenkeely, SpiritTauren: Quarra and Ferver Vampire Clan Legends
    - Project Tamriel: Tamriel_Data
    - Tamriel Rebuilt Team: TR_Factions from Tamriel Rebuilt
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.
  • Quill of Feyfolken 2.0 - OpenMW Patch OpenMW-only
    Spoiler:  
    Show

    - Few lines of Quill of Feyfolken script changed to remove errors in OpenMW
  • Raym's Vampire Rumors - Patch for Purists Patch
    Spoiler:  
    Show

    Version: 1.0

    ============
    Description
    ============
    Raym's Vampire Rumors is the most immersive and non-breaking vampire related addition to the game. Any character would benefit from it, be it vampire, vampire-hunter or someone who doesn't care.

    This patch forwards Patch for Purists fixes for:
    1. Irarak dialogue(fix for related quest)
    2. Sinyaramen dialogue

    You don't need it if you want to use "Raym's Vampire Rumors" together with "Quarra Clan - Refreshed". I've included patch there with the same PfP fixes and additional compatibility fixes for Quarra Clan mod.

    =============
    Requirements
    =============
    - Raym's Vampire Rumors
    - Patch for Purists

    =============
    Installation
    =============
    - Install as any other mod
    - Load it after plugin it patches

    ==========
    Changelog
    ==========
    1.0
    - Initial release

    ========
    Credits
    ========
    - Raym: Raym's Vampire Rumors
    - TES3 Community, half11: Patch for Purists
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.
  • Reputation Fixes Patch
    Spoiler:  
    Show

    Version: 1.0.0

    ============
    Description
    ============
    This patch makes Reputation Fixes compatible with several other mods, so that you get both other mod's and Reputation Fixes changes. Load order controls whether you get reputation point from Reputation Fixes or other mod's behaviour without the patch. Use only one of the available plugins from following directories:

    01 Persistent Corpse Disposal

    - Quest "Find Brother Nads" changes merged

    02 Imperial Legion Expansion

    - Quest "Sorkvild the Raven" changes merged

    03 Mournhold Courtiers

    - Quest "Helseth's Champion" changes merged

    04 Creeping Blight

    - Quest "A Show of Power" changes merged

    05 - 15 folders contain merged patches for combinations of 01 - 04

    =============
    Requirements
    =============
    - Reputation Fixes
    - Any or all of:
    - Persistent Corpse Disposal(any version)
    - Imperial Legion Expansion
    - Mournhold Courtiers
    - Creeping Blight(plugin version)

    =============
    Installation
    =============
    - Install as any other mod
    - Activate only one plugin(esp) from patch
    - Load after plugins being patched

    ==========
    Changelog
    ==========
    1.0.0
    - Initial release

    ========
    Credits
    ========
    - dmbaturin: Persistent Corpse Disposal
    - AliceL93: Imperial Legion Expansion
    - TaiyakaJade: Mournhold Courtiers
    - Necrolesian: Creeping Blight
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.
  • Strength and Weakness - Minor Adjust And Fix Patch
    Spoiler:  
    Show

    Version: 1.0.1

    ============
    Description
    ============
    This path makes 2 things:
    1. You only get positive effects with health fortified (100+%, not at 75% like in original mod)
    2. Fix few lines so that script may work in OpenMW too

    =============
    Requirements
    =============
    - Strength and Weakness

    =============
    Installation
    =============
    - Install as any other mod
    - Load it after plugin it patches

    ==========
    Changelog
    ==========
    1.0
    - Initial release
    1.0.1
    - Recompile script for vanilla engine

    ========
    Credits
    ========
    - A Raven of Many Hats: Strength and Weakness
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.

    ================
    Recommendations
    ================
    If you are into mods like this one then you'll probably have fun with following mods:

    Infected Wounds by RamblingMonk (https://www.nexusmods.com/morrowind/mods/48027)
    - Adds a chance that the player will develop an infection (a common disease) if the player has severe wounds

    Bodily Injuries by RacerPlume (https://www.nexusmods.com/morrowind/mods/46405)
    - Injuries drain your attributes and have other negative effects

    Bad Weather Matters by RacerPlume (https://www.nexusmods.com/morrowind/mods/46495)
    - You will suffer ill effects depending on the weather

    Armor Effects-WD by LDones & WDog (https://mw.modhistory.com/download-4-8742)
    - Wearing bulky Medium or Heavy Armors will now bring a Sneak Penalty, optionally Heavy Armor will also cause a slight Agility Penalty

    Thief Experience Overhaul 1.3 by LDones (http://mw.modhistory.com/download-37-7250)
    - Sneak bonus based on weather and time of day (and many more great things for thief gameplay)
    - Works great paired with Armor Effects

    No More Air Supremacy by Xiran (https://www.nexusmods.com/morrowind/mods/45971)
    - Remove Levitation and Slowfall when you draw your weapon or ready your spell

    Immersive Alcohol by Merlord (https://www.nexusmods.com/morrowind/mods/45589)
    - "Get drunk, black out, lose your pants, become addicted, suffer withdrawals, get clean."
    - Balance alcohol

    Better Balanced Booze by mort (https://www.nexusmods.com/morrowind/mods/45844)
    - "Alcohol is far too common to have effects 5x that of some potions. Why even make strength potions when sujamma costs 30g and gives you +50 hulk strength? This changes that."
    - Balance alcohol

    Price Balance by Dungeom (https://www.nexusmods.com/morrowind/mods/45529)
    - Smooths the price curve of expensive items, prevents gold exploits, makes selling items easier and balances economy.

    Better Balanced Boots of Blinding Speed by Pherim (https://www.nexusmods.com/morrowind/mods/43027)
    - Makes the Boots of Blinding Speed less overpowered by removing their effect when the player has a weapon drawn, his hands raised to cast a spell or sneaks.

    Deadly Diseases by A Raven of Many Hats (https://www.nexusmods.com/morrowind/mods/49919)
    - Diseases are much more potent "and, dare I say, deadly"

    At last look at the next mod if you want more fun. Please be advised that it may change your Morrowind life once and for all:

    BTB's Game Improvements - Necro Edit by BTB and Necrolesian (https://www.nexusmods.com/morrowind/mods/47129)
    - Massive game balance overhaul that touches on just about every aspect of Morrowind
    - It prevents exploits, makes game harder and provides much more interesting gameplay
    - Previous 4 mods starting with Better Balanced Booze are not needed with BTBGI

    And don't forget to check mod recommendations on BTBGI - Necro Edit page. I've listed only mods not mentioned there. Creeping Blight or Service Requirements Lore are fantastic as well as most of those mods.
  • Tamriel_Data v10+ - Factions Patch
    Spoiler:  
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    Version: 1.0.0

    ============
    Description
    ============
    This mod improves interaction between Tamriel_Data v10+(and TR_Factions v23.10+) and several mods that also edit factions.

    List of patched mods:

    Census and Excise Office Faction
    - replace "census and excuse" with Tamriel_Data's

    Tel Aruhn Chronicles
    - replace "hands of almalexia" with Tamriel_Data's

    OAAB Brother Junipers Twin Lamps
    - merge changes to "twin lamps" with Tamriel_Data's

    Vvardenfell Brotherhood
    - merge changes to "morag tong" with TR_Factions'(you don't need it with only Tamriel_Data)

    =============
    Requirements
    =============
    - Tamriel_Data v10+
    - TR_Factions v23.10+(for Vvardenfell Brotherhood)

    =============
    Installation
    =============
    - Install as any other plugin
    - Load it after plugins it patches
    - Activate plugin

    ==========
    Changelog
    ==========
    1.0
    - Initial release

    ========
    Credits
    ========
    - Project Tamriel: Tamriel_Data
    - Tamriel Rebuilt Team: TR_Factions(from Tamriel Rebuilt)
    - AliceL93: Census and Excise Office Faction
    - Team Lazy Lame Corprus Stalkers: Tel Aruhn Chronicles
    - Brother Juniper, Lucevar: OAAB Brother Junipers Twin Lamps
    - Caeris: Vvardenfell Brotherhood
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.
  • There Can Be Only One - Various mods - Compatibility Patch
    Spoiler:  
    Show

    Version: 1.2.1

    ============
    Description
    ============
    Brings together "There Can Be Only One" with:

    Tribunal Rebalance
    - Replace daedric item for "King Hlaalu Helseth"

    Strike At The Cammona Tong
    - Replace daedric item for "Arver Rethul"

    Havish
    - Replace daedric items for 2 Creatures, 10 NPCs
    - Replace 3 daedric items placed into world
    - Replace 2 daedric item placed into container

    Wyrmhaven
    - Replace daedric items for 2 Dremoras, 3 NPCs
    - Replace 5 daedric items placed into world
    - Replace 1 daedric item placed into container

    There are several options:
    01 Merged
    - avp There Can Be Only One - Merged.esp
    - contains everything without cell changes to Havish and Wyrmhaven
    - should be safe to use if you don't have any (or all) of the patched plugins

    01 Merged - Cell Changes
    - avp There Can Be Only One - Merged - Cell Changes.esp
    - contains everything, requires Havish and Wyrmhaven

    02 Modular
    - contains modular patches
    - pick what you want, merge with CS if needed

    90 Obsolete
    - contains patches for the mods I no longer use

    - Old Mournhold Expansion
    - Replace daedric item for "Dagoth Vyrdros"
    - Replace 2 daedric items placed into world

    =============
    Requirements
    =============
    - There Can Be Only One
    - (optional) Any or all mods listed

    =============
    Installation
    =============
    - Install as any other plugin
    - Select either one of "01 Merged" or any combination from "02 Modular"
    - Load after plugin(s) patched
    - Activate plugin(s)

    ==========
    Changelog
    ==========
    1.2.1
    - Move "Old Mournhold Expansion" patch into "90 Obsolete"
    - Update Tamriel_Data master to v22.11
    1.2.0
    - Add Havish(I use abot's moved version, though any other should work I suppose)
    - Switch to "Strike at the Camonna Tong" regular version instead of Fast(nothing changed for users, internal change)
    1.1.0
    - Add Wyrmhaven
    1.0.2
    - Fix weapon quantity bug (replaced weapon had 0 quantity)
    1.0.1
    - Remove Persistent Corpse Disposal patch (after making more compatible PCD patch)
    1.0.0
    - Initial release

    ========
    Credits
    ========
    - Necrolesian: There Can Be Only One, pointing me a bug with weapons quantity in a patch
    - ProfArmitage: Strike at the Camonna Tong
    - mort: Tribunal Rebalance
    - Neoptolemus: Wyrmhaven
    - JOG: Havish
    - millerMill: Old Mournhold Expansion
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.
  • True Lights and Darkness - Necro Edit Patch
    Spoiler:  
    Show

    Version: 4.1.1

    ============
    Description
    ============
    This patch fixes conflicts between following mods at they all modify the same records:
    - True Lights and Darkness Necro edit
    - Nocturnal Moths(optional)
    - Secrets of the Crystal City(optional)
    - New Ilunibi(optional)
    - Mines and Caverns(optional)
    - Frostwind(optional)

    TLAD Necro edit offers multiple options, only 2 are covered by Nocturnal Moths patches:
    - "TLAD Full - Still - Necro Colors"
    - "TLAD Full - Still - Necro Colors" + "TLAD Lights - Logical Flicker - Necro Colors"
    Patches without "Nocturnal Moths" may be used with any version of TLAD.

    Frostwind patches are placed after everything and have dedicated Merged patches. I suppose that mod is not as popular.

    Select:
    any(or all) plugin from "0X" directories(they are independent of each other and Nocturnal Moths/Frostwind):
    - 01 Secrets of the Crystal City
    - 02 New Ilunibi
    - 03 Mines and Caverns
    and/or one plugin from "10" directories(only one, because they modify same values):
    - 10 Nocturnal Moths - Flicker
    - 10 Nocturnal Moths - Still
    and/or Frostwind patch:
    - 30 Frostwind
    or pick one plugin from "20" or "40" directories(all the patches merged):
    - 20 Merged - Flicker
    - 20 Merged - Still
    - 40 Merged - Frostwind - Flicker
    - 40 Merged - Frostwind - Still

    Directory "90 (obsolete) Previous Glowing Flames Version" contains previous Patch version based on Glowing Flames in case someone still needs it.

    =============
    Requirements
    =============
    - True Lights and Darkness Necro edit
    - (optional) Nocturnal Moths
    - (optional) Frostwind

    =============
    Installation
    =============
    - Install as any other plugin
    - Activate only one Merged plugin
    - Or activate any combination of "0X" and/or one of "Nocturnal Moths" and/or "Frostwind" plugin
    - Load after TLAD

    ================
    Recommendations
    ================
    TLAD goes well with other "Lights" mods.

    Previously awesome "Glowing Flames" mod was almost mandatory. Now there is better alternative:
    Improved Lights for All Shaders (https://www.nexusmods.com/morrowind/mods/51463)

    Enlightened Flames (https://www.nexusmods.com/morrowind/mods/48816) or Enlightened Flames OpenMW Patcher (https://www.nexusmods.com/morrowind/mods/48819) is also great in addition to ILFAS.

    ===========
    Load order
    ===========
    TLAD Full - Still - Necro Colors.esp
    TLAD Lights - Logical Flicker - Necro Colors.esp (if you use it)
    Nocturnal Moths - TLD.ESP (if you use it)
    <selected patch(es)>

    ==========
    Changelog
    ==========
    4.1.1
    - Rename "Assarnud and Mat Overhaul" patch to "Mines and Caverns"(the former was merged into the latter)
    4.1.0
    - Add "Frostwind" patches
    4.0.0
    - Add "Secrets of the Crystal City" patch
    - Restructure patch
    3.0.0
    - Rename and remake patch
    - Move old version to "90 (obsolete) Previous Glowing Flames Version" directory
    - Remove Glowing Flames patch because it's not longer needed
    - Add "New Ilunibi" patch
    - Add "Assarnud and Mat Overhaul" patch
    2.1.0
    - Forward TLAD Necro Edit v3.1 time changes
    2.0.0
    - Remake the patch.
    - Now correctly patches all Glowing Flames changes
    - Now replaces both Glowing Flames plugins
    - Add Nocturnal Moths patch
    1.0.0
    - Initial release

    ========
    Credits
    ========
    - B00ze, Cool Demon and Byblos: True Lights and Darkness
    - Necrolesian: True Lights and Darkness Necro edit
    - R-Zero: Nocturnal Moths
    - Merlord: Frostwind - a camping survival mod
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.
  • Vivec Voice Addon - Refreshed Replacement Patch
    Spoiler:  
    Show

    Vivec Voice Addon - Patch for Purists - Speedup - Patch
    By alvazir & Balketh

    Version: 2.0.1

    ============
    Description
    ============
    There are 2 versions available:
    01 Refreshed
    - Ports all relevant Patch for Purists fixes

    02 Refreshed - OpenMW
    - Ports all relevant Patch for Purists fixes
    - Contains VivecVoice script optimizations by Balketh (not compatible with vanilla engine, hence OpenMW-only)

    =============
    Requirements
    =============
    - Vivec Voice Addon Tribunal Version (resources)

    =============
    Installation
    =============
    - Install as any other mod
    - Activate instead of original plugin

    ==============
    Compatibility
    ==============
    Creeping Blight (plugin version) conflicts with Vivec Voice Addon. I've uploaded a patch for Creeping Blight.

    As a side note, there is a conflict between Vivec Voice Addon and Floating Vivec from Divine Vivec. Make sure to load Floating Vivec after Vivec Voice Addon.

    ==========
    Changelog
    ==========
    1.0
    - Initial release
    2.0
    - Turn patch into a replacement patch for convenience
    2.0.1
    - Split patch into Universal and OpenMW versions

    ========
    Credits
    ========
    - tomsnellen, Miltiades, Tyana Rie, MrTS, The other Felix: Vivec Voice Addon Tribunal Version
    - TES3 Community, half11: Patch for Purists
    - Balketh: VivecVoice script optimizations
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.

    I've got permission from Balketh to include his script optimizations into this patch. Original post and link to his work:
    - Post: https://forums.nexusmods.com/index.php?showtopic=24761/#entry77190168
    - Download link: https://drive.google.com/open?id=19HkcjFV9mrxqbRQwummgf9pMZdi9X_pr

    ========
    Details
    ========
    Script to make this file and previous version of patch (which is used a source) are in "source" directory.
  • Vivec Waistworks Expansion - GoVH comp - Racer Dust Arms and Armor - Compatibility Patch
    Spoiler:  
    Show

    Version: 1.0

    ============
    Description
    ============
    This small patch removes conflict between Racer Dust Arms and Armor and Vivec Waistworks Expansion - GoVH comp. Entrance to Racer Dust shop in Vivec St. Olms Waistworks moved a bit, lantern moved a bit too, changes from VWE at that location removed.

    =============
    Requirements
    =============
    - Vivec Waistworks Expansion - GoVH comp
    - Racer Dust Arms and Armor

    =============
    Installation
    =============
    - Install as any other mod
    - Load it after plugin it patches

    ==========
    Changelog
    ==========
    1.0
    - Initial release

    ========
    Credits
    ========
    - autumn: Vivec Waistworks Expansion - GoVH comp
    - Ashstaar: Racer Dust Arms and Armor
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.
  • Wares-base - Expansion (TR, Skyrim, Cyrodiil etc - 38 mods) Patch Engine specific options
    Spoiler:  
    Show

    Version: 1.6.0

    ============
    Description
    ============
    Danae has released Waresifier(https://www.nexusmods.com/morrowind/mods/51390) since I've made this patch. It should be easier to use then selecting the files from this patch for Vanilla engine users. OpenMW users may still benefit from ease of use of the merged patch - just select it and enjoy :-) Also I hope that selective manual recheck of placed containers(as I do in this patch) may produce better quality than fully automatic approach.

    This patch adds Wares containers to many mods. It must be used alongside the Wares-base.esm from Wares by Danae. It doesn't add any items, you need full Wares or Wares-aware mods for that.

    Please check compatibility section. Vanilla engine users should use Modular (merge in CS if needed), OpenMW users may use Merged or Modular, though I'd recommend Merged version.

    List of mods supported (some of these are included into BCOM):
    - Tamriel Rebuilt
    - Skyrim Home Of The Nords
    - Province Cyrodiil
    - Ald-Ruhn Temple Expansion
    - Animated_Morrowind - merged(any version)
    - Ashlander Traders - Remastered
    - Balmora Rooftop Apartments
    - Balmora Waterworks
    - Building Up Uvirith's Legacy(https://mw.modhistory.com/download-47-11851)
    - CCM Secrets of Vos
    - Caldera Mine Expanded
    - Camonna Tong
    - Havish(any version, I use abot's moved version)
    - Hlormaren Reclaimed
    - Immersive Mournhold
    - Improved Inns Expanded
    - Inner Sea Trading Company
    - Morag Tong Polished
    - Mudcrab Imports - Pirate Adventures
    - Nemon's Vivec Interiorator Lite(https://www.nexusmods.com/morrowind/mods/45022)
    - OAAB Tel Mora
    - Old Vos Tradepost
    - Sadrith Mora Expanded
    - Sobitur Facility(Repurposed)
    - Tel Aruhn Chronicles
    - The Beacon of St Rilms
    - The Merchants of Sadrith Mora
    - The Moldy Horker(https://lovkullen.net/Emma/Apartement.htm#MoldyHorker)
    - The Rise of the Tribe Unmourned(Crown Edition)
    - The Vanilla Quest Tweaks RP Choices Consequences Super Mega Package - Ultimate Edition
    - The White Wolf of the Lokken Mountain(any version)
    - Thirsk Expanded for TOTSP(any version)
    - Traveling Merchants(http://mw.modhistory.com/download-37-15577)
    - Vivec Waistworks Expansion
    - War Leader Nerevar
    - Wolverine Hall Interior Expanded(any version)
    - Wyrmhaven
    - Your Own Ashlander Tribe

    There are multiple files and several ways to use them:
    - 01 Merged:
    If you want Wares-base functionality for all those mods. It can be used together with Wares-base.esm alone, or alongside Wares-Vvardenfell etc.

    Example usage:
    You don't want full Wares (extra items), but want to be able to buy Olaf's Cloaks in Skyrim or Old Ebonheart.
    Then install Wares-base.esm, "01 Merged" and Olaf's Cloaks with Wares support.

    - 02 Merged - No TR_Mainland:
    If you want Wares-base functionality for all these mods without TR. It's made specifically to be used alongside Wares_TR_containers and extend it.

    Example usage:
    You use full Wares and want to extend it to the island of Stirk and The Merchants of Sadrith Mora.
    Then install Wares-base.esm, Wares_TR_containers.esp, "02 Merged - No TR_Mainland", Cyrodiil and TMSM.

    - 03 Merged - No PT(TR_SHOTN_PC):
    If you want Wares-base functionality for all these mods without Project Tamriel(TR, SHOTN, PC). It's made specifically to be used alongside Wares_TR_containers, Wares_SHOTN_containers and Wares_PC_containers simultaneously and extend it.

    - 04 Modular:
    Pick what you want and merge with CS or any other means.

    Reasoning for this patch:
    - 1. Extend Wares-base support to more mods.
    - 2. Being able to use Wares on Mainland without extra trader's items from full mod. Though it works equally good for full Wares.

    =============
    Requirements
    =============
    - Wares-base.esm
    - (optional) Any or all mods listed

    =============
    Installation
    =============
    - Install as any other plugin
    - Load after plugins it patches

    ==============
    Compatibility
    ==============
    Morrowind(vanilla engine):
    - Use files from "04 Modular" unless you have ALL the mods listed. Vanilla engine doesn't allow adding containers to non-existant NPCs sadly, unlike OpenMW. Well, it allows, but there will be error messages etc.
    OpenMW:
    - I'd advise to use either of Merged versions even if you don't have some of the mods listed. I've tested this case and the worst I could find was few empty invisible cells that you can only teleport to via console. That's what some mods already do with testing or forgotten cells.
    - Just don't use "01 Merged" alongside "Wares_TR_containers.esp" from Wares by Danae. Nothing disastrous would happen, but Mainland traders would have twice the items :-) I've included "02 Merged - No TR_Mainland" specifically for use with "Wares_TR_containers.esp", as written in Description section. Similarly "03 Merged - No PT" should be used when all Wares_(TR,SHOTN,PC)_containers are used.

    ==========
    Changelog
    ==========
    1.6.0
    - Update for Skyrim Home Of The Nords v23.11
    1.5.0
    - Update for Tamriel Rebuilt v23.10
    - Synchronize with updated Wares-base.esm
    1.4.0
    - Update Province Cyrodiil to v22.12
    - Synchronize with updated Wares-base.esm
    - Remove Dagon Fel Mages' Guild
    - Remove Improved Inns Expanded - TR
    1.3.0
    - Update for Tamriel Rebuilt v22.11
    - Update for Skyrim Home Of The Nords v22.11
    - Make "Merged - No PT" version for use with Wares_TR_containers, Wares_SHOTN_containers, Wares_PC_containers
    - Synchronize with updated Wares-base.esm
    1.2.0
    - Add Havish
    - Synchronize with updated Wares-base.esm
    - Fix Cabrinth Dven's container from TR_Mainland(now trader instead of clothes)
    1.1.0
    - Point to Waresifier at the first sentence of Description
    - Remove New Arenthia
    - Add Balmora Waterworks
    - Add Camonna Tong
    - Add Dagon Fel Mages' Guild
    - Add Hlormaren Reclaimed
    - Add Improved Inns Expanded(both Vanilla and TR)
    - Add Inner Sea Trading Company
    - Add Morag Tong Polished
    - Add OAAB Tel Mora
    - Add Sobitur Facility(Repurposed)
    - Add The Rise of the Tribe Unmourned(Crown Edition)
    - Add The Vanilla Quest Tweaks RP Choices Consequences Super Mega Package - Ultimate Edition
    - Add War Leader Nerevar
    - Add Wolverine Hall Interior Expanded(any version)
    - Add Your Own Ashlander Tribe
    1.0.2
    - Synchronize master for updated Wares-base.esm
    - Reword compatibility slightly. Ask vanilla engine users to use modular version.
    1.0.1
    - Reword compatibility and description sections of Readme
    - Remove nested 7z archive, Debug folder
    1.0.0
    - Initial release

    ========
    Credits
    ========
    - Danae: Wares
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.

    ========
    Details
    ========
    List of containers is in files:
    - containers_assigned.html
    Whether container was assigned to NPC and why
    - containers_placed.html
    Information on container placed (instanced)

    These patches were produced by the container-generator shell-script. On-screen output of the shell-script run is in the file "script/script_output.log". It contains less detailed information on containers assigned and placed.

    I've tried to replicate Wares-base rules for custom classes from mods via NPC's service lists. Testing showed almost identical results compared to Wares-base.esm when applied to base game files. Don't hesitate to tell me about misplaced containers or any other errors.

    The script is in the "script" directory. You may use it to extend Wares-base to almost any other mod(s). Requirements are tes3cmd, bash and few base utils. Linux/MacOS users may run it straight, Windows users may need to install something (Bash from Git for Windows should probably be enough, or Windows Linux Subsystem etc). More information in it's own Readme.
  • Yet Another No Disease Labels (non-MWSE alternative to No Disease Labels) Mod
    Spoiler:  
    Show

    Version: 1.3.0

    ============
    Description
    ============
    This patch simply removes Disease Labels from creature names:
    Diseased
    Infected
    Blighted
    Plague
    Plaguebearer

    It rewrites creature records and doesn't require MWSE, unlike No Disease Labels by RedFurryDemon. Result should be almost the same though. Use RedFurryDemon's mod if you can run MWSE. I offer similar (though more complex) patches for BTBGI users in another download "BTB's Game Improvements - Necro Edit - Modular Patch".

    I haven't renamed few unique quest specific creatures intentionally. Renaming those would make few quests harder or would break the immersion.

    Available options are:
    01 Modular (If you use only some of these mods. Merge selected files if needed.)
    YANDL - Base.esp
    - Morrowind, Tribunal, Bloodmoon and Patch for Purists
    YANDL - BlightedAnimalsRetextured.esp
    - Blighted Animals Retextured fits great with labels removed IMO
    YANDL - tribunal rebalance.esp
    YANDL - Bloodmoon Rebalance.esp (now contains PfP fixes to Brown Bear and Red Wolf)
    YANDL - Tamriel_Data.esp
    YANDL - Ttooth Ecology.esp
    YANDL - Ttooth Ecology - BMR Patch.esp
    YANDL - Ttooth Ecology - TR Patch.esp
    - awesome TriangleTooth's Ecology mod with compatibility patches covered
    02 Merged (If you use all the covered mods)

    =============
    Requirements
    =============
    - Morrowind, Tribunal, Bloodmoon, Patch for Purists
    - (optional) any or all of the covered mods

    =============
    Installation
    =============
    - Install as any other plugin
    - Load after the corresponding plugins

    ==========
    Changelog
    ==========
    1.3.0
    - Update Tamriel_Data patch to v10, add Mole Crab and Tiger Guar
    - Rename Tribunal Rebalance patch(it was renamed upstream)
    1.2.0
    - Update Tamriel_Data patch to v9, add Land Dreugh
    - Remove TR_Mainland patch(it should not be created)
    1.1.2(unreleased)
    - Internally reverted back to using updated Bloodmoon Rebalance, which contains PfP changes now
    - Nothing changed in patch files
    1.1.1
    - Bloodmoon Rebalance patch now contains PfP fixes
    1.1.0
    - Remove BTBGI version (moved into BTBGI Modular Patch)
    1.0.0
    - Initial release

    ========
    Credits
    ========
    - TES3 Community, half11: Patch for Purists
    - Catherine, Darknut, PeterBitt: Blighted Animals Retextured
    - mort: Tribunal Rebalance, Bloodmoon Rebalance
    - Project Tamriel Team, Tamriel Rebuilt Team: Tamriel Data
    - TriangleTooth: TriangleTooth's Ecology Mod
    - abot: Water Life
    - RedFurryDemon: idea of removing labels in No Disease Labels
    - Necrolesian: pointing me on lack of PfP fixes in Bloodmoon Rebalance patch
    - John Moonsugar: tes3cmd

    ============
    Permissions
    ============
    You can use this however you want, as long as you credit authors.

    ===================
    Excluded creatures
    ===================
    rat_plague_hall1
    rat_plague_hall1a
    rat_plague_hall2
    rat_cave_hhte2
    shalk_diseased_hram
    kwama warrior shurdan

Compatibility:
  • Most of the patches work in both engines. But some are not needed in vanilla engine, some contain too large scripts or require different approach. Please notice Engine specific options and OpenMW-only marks and read corresponding compatibility sections.
  • Patch for Purists is always expected and recommended. Patches that depend on it have an explicit requirement in Readme.

Permissions:
You can use this however you want, as long as you credit authors.

Changelog:
Spoiler:  
Show

2023-11-12
- Update "Wares-base - Expansion" to v1.6.0(update for SHotN v23.11)

2023-11-06
- Add "NCGDMW Lua Edition - Patch"(compatibility between NCGDMW Lua Edition and several mods, turn togglable abilities with "fortify_skill" into "curses")
- Add "Tamriel Data - Factions - Patch"(improve interaction between Tamriel_Data v10+(and TR_Factions v23.10+) and several mods that also edit factions)
- Update "Better Sounds - Yet Another Patch - Expanded" to v1.4.1(update for TR v23.10, better way to resolve conflict with MWSE GH - credit to ffann1998)
- Update "BTBGI - Necro Edit - Modular Patch" to v5.4.0(update to recent releases of TR, Tamriel_Data, Tribunal Rebalance, NCGDMW Lua Version for OpenMW-specific parts of the patch)
- Update "Cooking and Eating - Publicans Expansion" to v1.4.1(update for TR v23.10, update 2 publicans due to changes in TR)
- Update "Quarra Clan - Refreshed" to v1.4.0(add Tamriel_Data patch instead of TR_Factions patch)
- Update "Yet Another No Disease Labels" to v1.3.0(update Tamriel_Data patch to v10, add Mole Crab and Tiger Guar; rename Tribunal Rebalance patch)

2023-11-03
- Update "Bardic Inspiration V2 - Lute and Inn Expansion" to v3.3.0(update for TR v23.10, 3 more Inns)
- Update "Better Sounds - Yet Another Patch - Expanded" to v1.4.0(update for TR v23.10)
- Update "Cooking and Eating - Publicans Expansion" to v1.4.0(update for TR v23.10)
- Update "Wares-base - Expansion" to v1.5.0(update for TR v23.10)

2023-11-01
- Temporary upload "MagicalMissionsRechargedReplacementPatch" per request

2023-08-18
- Update "Miscellaneous Patches" to v1.15.1(remove "OAAB_Tel Mora - Script Fix" - fixed upstream in v4.0.3)
- Update DIY recipe "Trackless Grazeland - Remove unneeded dependency" with link to fixed plugin
- Deprecate DIY recipe "Hircine's Quest - Update Masterfile"(it was updated)
- Deprecate DIY recipe "Mines and Caverns - OAAB The Ashen Divide"(edited plugin is provided by the author)
- Add links to my other projects

2023-04-23
- Update "LGNPC - Patch" to v2.0.0(improve PaxRedoran Fix: credit to SandWood Jones, add LGNPC_TelMora - OAAB_Tel Mora patch to prevent breaking 3 LGNPC scripts)
- Update "Miscellaneous Patches" to v1.15.0(add several patches, update and remove one, see specific change log)
- Update "TLAD Necro Edit - Patch" to v4.1.1(no need to redownload, one of included patches renamed due to Mines and Caverns update)
- Remove "Assarnud and Mat Overhaul - Replacement Patch"(mod is now merged into Mines and Caverns, patch moved to Miscellaneous Patches)
- Add DIY Recipe "Wanderers of Solstheim-TOTSP - Patch for Purists"(revert changes to random_belladonna_spriggan leveled list)
- Change date format to the ISO 8601 format YYYY-MM-DD

2023-01-02
- Update "Miscellaneous Patches" to v1.14.0(add "OAAB Brother Junipers Twin Lamps - Camonna Tong Compatibility Patch": script and npc changes merge)
- Add DIY Recipe "RandomPal's Vality's BC addon (vanilla) - OAAB Brother Junipers Twin Lamps

2022-12-27
- Add "LGNPC - Patch"(dialogue script fixes, compatibility with The Other Council Club, Improved Inns Expanded - Entertainers, SV Terrors of The Night)
- Update "Miscellaneous Patches" to v1.13.0(add "Taskmaster of House Telvanni Part I - Script Fix" with 1 dialogue script fix)
- Update "TLAD Necro Edit - Patch" to v4.1.0(add "Frostwind" patches)
- Update "Wares-base - Expansion" to v1.4.0(update for Province Cyrodiil v22.12, remove 2 patches for outdated mods)
- Add DIY Recipe "Chalk - URH - Khuul"(remove several misc items hanging in the air)

2022-12-19
- Update "Miscellaneous Patches" to v1.12.0(add several tiny patches, remove "Cyrodiil_Main - Script Fix" - everything's fixed)
- Update "There Can Be Only One - Various Mods - Patch" to v1.2.1(update Tamriel_Data master to v22.11, move "Old Mournhold Expansion" patch into "90 Obsolete")
- Update "TLAD Necro Edit - Patch" to v4.0.0(add "Secrets of the Crystal City" patch, restructure patch)
- Add DIY Recipe "RandomPal's Vality's BC addon (vanilla) - Shipyards of Vvardenfell"(remove trees that mess with shipyard in Seyda Neen)

2022-12-05
- Update "BTBGI - Necro Edit - Modular Patch" to v5.3.0(update to recent releases of TR, Tamriel Data, Beware the Sixth House; remove overrides for factions BTBGI doesn't modify; lower fdisppersonalitybase to make it less harsh)
- Update "Miscellaneous Patches" to v1.11.0(add "AliceL93 Vanilla Quest Tweaks - TR_Factions Compatibility Patch" to fix conflict in Hortator's quest)

2022-12-03
- Update "Bardic Inspiration V2 - Lute and Inn Expansion" to v3.2.0(update for SHoTN and TR v22.11)
- Update "Better Sounds - Yet Another Patch - Expanded" to v1.3.0(update for SHoTN and TR v22.11)
- Update "Cooking and Eating - Publicans Expansion" to v1.3.0(update for SHoTN and TR v22.11)
- Update "Miscellaneous Patches" to v1.10.0(add "TOTSP - BMR" to merge The Swimmer changes, remove TR_Mainland - Script Fix because everything's fixed in v22.11 release)
- Update "Wares-base - Expansion" to v1.3.0(update for SHoTN and TR v22.11, add "Merged - No PT" version)
- Update "Yet Another No Disease Labels" to v1.2.0(update Tamriel_Data patch to v9, add Land Dreugh; remove unneeded TR_Mainland patch)
- Add DIY Recipe "Tamriel Rebuilt - Fix TR_m1_NPC scripts in plugins created for TR before v22.11"

2022-11-27
- Update "Ports Of Vvardenfell - Replacement Patch" to v3.1.0(add "LGNPC Gnaar Mok", "The Strider's Nest" patches; make compatible with updated Tamriel Rebuilt; remove "TR_Travels" patches)
- Update "Quarra Clan - Refreshed" to v1.3.0(add TR_Factions patch for Tamriel Rebuilt)
- Move DIY Recipe "Ports Of Vvardenfell(or my replacement patch) - The Strider's Nest" to "Old"

2022-11-20
- Add "Reputation Fixes - Patch"(fix conflicts with Persistent Corpse Disposal, Imperial Legion Expansion, Mournhold Courtiers, Creeping Blight)
- Add DIY Recipe "Mines and Caverns - OAAB The Ashen Divide"
- Add DIY Recipe "Populated Vvardenfell - Balmora Waterworks"(move 1 more NPC stuck in building)
- Update DIY Recipe "Starfire's npc Additions - Balmora Waterworks"(move 1 more NPC stuck in building)

2022-11-08
- Update "Bardic Inspiration V2 - Lute and Inn Expansion" to v3.1.0(add Havish, remove New Arenthia)
- Update "Better Sounds - Yet Another Patch - Expanded" to v1.2.0(add Havish and Wyrmhaven, remove New Arenthia)
- Update "Cooking and Eating - Publicans Expansion" to v1.2.0(add Havish)
- Update "There Can Be Only One - Various Mods - Patch" to v1.2.0(add Havish)
- Update "Wares-base - Expansion" to v1.2.0(add Havish, fix Cabrinth Dven's container from TR_Mainland)
- Add DIY Recipe "Havish - Crude invisible clothes fix for OpenMW"
- Add note about "Patch for Purists" into main "Compatibility" section

2022-10-28
- Remove DIY Recipe "The Strider's Nest - OpenMW"(mostly fixed upstream)

2022-09-23
- Update "Basic Tips/Plugin quantity limit" with exact limit for my setup, error message example on Android and Linux in addition to MacOS's
- Add DIY Recipe "The Strider's Nest - OpenMW"
- Add DIY Recipe "Ports Of Vvardenfell(or my replacement patch) - The Strider's Nest"
- Add DIY Recipe "Love in the Time of Daedra - Throat Singing Temple Healers"
- Add DIY Recipe "Minor Redoran Concept Art Inspired City Enhancement - URH - Khuul"

2022-09-09
- Update "Miscellaneous Patches" to v1.9.0(add "Naturalized" Master Index and Siege at Firemoth dialogue script fixes, Ward of Akavir - BTBGI Enchanting Gimp)
- Hotfix "Miscellaneous Patches" to v1.9.1(remove 2 newly added errors from "Siege at Firemoth Naturalized - Script Fix")

2022-09-08
- Update "BTBGI - Necro Edit - Modular Patch" to v5.2.0(fix 7th skill bug for 3 factions, add More Exclusive Factions and Alchemical Hustle, misc changes)
- Update "Miscellaneous Patches" to v1.8.0(add few misc BTBGI patches)
- Add DIY Recipe "Weapons Expansion Project - There Can Be Only One"(delete 3 newly added daedric weapons from leveled list)
- Move DIY Recipe "Census and Excise Office Faction - BTB's Game Improvements Necro Edit" to "Old"

2022-09-01
- Update "Animated Morrowind - Merged - Patch" to v2.0.0(Fix to work with abot's 2022 version, add "Music" patches, rework, rename)

2022-08-08
- Add "Assarnud and Mat Overhaul - Replacement Patch"(fix conflicts with PfP and Maren's Misfit Magribash)
- Update "Animated Morrowind - Mines and Caverns - Patch" to v1.2.1(OpenMW - Fix 7 NPCs with zero fatigue according to eddie5 bug report in upstream)

2022-07-18
- Update "Cooking and Eating - Publicans Expansion" to v1.1.0(add Improved Inns Expanded, remove New Arenthia)
- Update "Miscellaneous Patches" to v1.7.0(add "riders - Your Own Ashlander Tribe", "Balmora Waterworks" patches, misc changes)
- Update "TLAD Necro Edit - Patch" to v3.0.0(rename and remake, add "New Ilunibi" and "Mat", remove "Glowing Flames")
- Update "Wares-base - Expansion" to v1.1.0(add multiple mods to patch, remove "New Arenthia", link to Waresifier)
- Make "Old" DIY Recipes sub-section and move there some Recipes(small houskeeping)

2022-07-15
- Add "Correspondances of Morrowind - Patch"(adjust note positions for Balmora Guilds Expanded, Balmora Waterworks)
- Remove several DIY recipes that already have patches present:
- "Animated_Morrowind - merged (or patched for OpenMW) - Mines and Caverns"
- "Animated_Morrowind - merged - Solstheim Tomb of the Snow Prince"
- "Animated_Morrowind - merged - The Merchants of Sadrith Mora"
- "Correspondances of Morrowind - Balmora Guilds Expanded"
- "Gentrified Balmora - Balmora Waterworks"
- "Odai river - Balmora Waterworks"

2022-06-26
- Update "Animated Morrowind - Mines and Caverns - Patch" to v1.2.0(Add patches for Balmora Waterworks)
- Add DIY Recipe "Gentrified Balmora - Balmora Waterworks"(compatibility)
- Add DIY Recipe "Odai River - Balmora Waterworks"(compatibility)
- Add DIY Recipe "Starfire's npc Additions - Balmora Waterworks"(delete NPC stuck into a wall)
- Add DIY Recipe "Kogoruhn Ruins - Grass Mods"(subjective improvement)
- Remove DIY Recipe "Correspondances of Morrowind - Assarnud Overhaul" as no longer needed

2022-05-11
- Add "Raym's Vampire Rumors - Patch for Purists"(forward PfP fixes to Irarak and Sinyaramen)
- Update "BTBGI - Necro Edit - Modular Patch" to v5.1.5(update Enchanted Weapon Resistances patch with changes from BTBGI - Necro Edit v2.0.15)
- Update "Miscellaneous Patches" to v1.5.0(add "VB_EmynDB_Patch - Dialogue Fix", add script to download, update QCVL patches)
- Update "Quarra Clan - Refreshed" to v1.2.0(remake patches, add patch for Raym's Vampire Rumors)
- Add DIY Recipe "Correspondances of Morrowind - Assarnud Overhaul"(move note to accessible location)
- Add DIY Recipe "Starfire's npc Additions - Fabulous Suran"(move NPC stuck into a mushroom tree)
- Add note about android 11+ scoped storage and preload, other tiny edits

2022-04-07
- Update "Djangos Dialogue - Patch for Purists" to v1.1.0(fix "NoLore" bugs - reported and fixed by jonado1)

2022-02-20
- Update "BTBGI - Necro Edit - Modular Patch" to v5.1.4(update Enchanted Weapon Resistances patch with changes from BTBGI - Necro Edit v2.0.14)
- Update "Miscellaneous Patches" to v1.4.2(remove SHOTN patch, because all 3 dialogues were fixed upstream)
- Update "Morag Tong Polished" Patch to v1.1.0(add TR_Factions patch, rename)
- Update "Basic tips"(multiple tiny adjustments, add "Battery" section)
- Add DIY Recipe "Province Cyrodiil - Suppress warning in OpenMW log"
- Remove "Bloodmoon Rebalance - PfP Patch"(no longer needed with updated Bloodmoon Rebalance)
- Add link to android build in "Basic Tips"

2022-02-12
- Update "Miscellaneous Patches" to v1.4.1(2 more script fixes for updated SHOTN v22.02)
- Add tips on changing size of several caches

2022-02-10
- Update "BTBGI - Necro Edit - Modular Patch" to v5.1.3(slightly decrease requirements of Census and EEC, add Black Hands Dagger enchantment override)
- Update "Miscellaneous Patches" to v1.4.0(add few tiny patches)

2022-01-24
- Update "BTBGI - Necro Edit - Modular Patch" to v5.1.2(revert travel prices, remove Open Helmets from Merged version)
- Update "Miscellaneous Patches" to v1.3.0(add few tiny patches)
- Update abot's deleveler customization example with blighted creatures exclusion
- Add DIY Recipe "Change item's chance to appear in Wares aware mods"
- Add DIY Recipe "Starfire's npc Additions - OAAB Tel Mora"

2021-12-31
- Add DIY Recipe "Starfire's npc Additions - Reduce some NPCs chance to appear"
- Add additional note on load order to Ports of Vvardenfell Patch

2021-12-26
- Add "Masked Helmets Blight Resist"(4 masked helmets get 20% blight resist)
- Update "Better Sounds - Yet Another Patch - Expanded" to v1.1.1(add Graphic Herbalism MWSE Patch for Morrowind engine thanks to javic666)
- Update "There Can Be Only One - Various Mods - Patch" to v1.1.0(add Wyrmhaven)
- Update "Miscellaneous Patches" to v1.2.0(add few tiny patches)
- Add "Immersion/Roleplaying" section to "Basic tips"
- Add texture resize/optimize imagemagick examples
- Add abot's deleveler customization example
- Move "advanced" DIY Recipes into separate section
- Add note on running some commands in Windows CMD thanks to Mrovkogon
- Add abot's modlist to suggested links
- Replace all mod names with links inside spoilers. It fails to render :-(
- Add square brackets around all downloads tags. Revert back because it doesn't look good

2021-12-11
- Update "BTBGI - Necro Edit - Modular Patch" to v5.1(add Open Helmets patch)
- Update "MBSP-BS-NCGD-Class_Spec-Fixed Again" to v1.1.1(fix format of skill increase message thanks to Arivia)

2021-12-04
- Update "Yet Another Better Sounds Patch" to v1.1.0(add new alternative sounds)
- Add DIY Recipe "Census and Excise Office Faction - To Serve Sithis"
- Add DIY Recipe "Census and Excise Office Faction - BTB's Game Improvements Necro Edit"
- Add DIY Recipe "Detailed Dungeons(Mines and Caverns-DD)" - Multiple mods
- Add DIY Recipe "Nerevarine Service Refusal - Vivec Voice Addon Tribunal Version"
- Add DIY Recipe "Nerevarine Service Refusal - Add same-faction check"
- Add DIY Recipe "No Beds for the Diseased - Improved Inns Expanded"
- Add DIY Recipe "Old Dwemer Books - Book Rotate v5.3"
- Update "The Lamp" DIY Recipe(Replace 2 completely unbalanced weapons)

2021-11-18
- Update "The Lamp" DIY Recipe(In addition to "who's there" 1 creature and 2 broken faction records would better be deleted)

2021-11-17
- Update "BTBGI - Necro Edit - Modular Patch" to v5.0.1(minor fixes, change Orc Berserk Power in Sensible Races - Custom Edit)

2021-11-15
- Add DIY Recipe "TLAD - New Ilunibi"
- Update description slightly, add "plugin quantity limit" and "distant terrain" sections to Basic tips

2021-11-14
- Update "Library of Vivec Overhaul - Full - OpenMW Patch" to v1.1.0(fix 1 more NPC position)
- Update "Miscellaneous Patches" to v1.1.0(add few tiny patches)
- Update "NPC_Schedule(beta) - Patch" to v1.3.0(fix Aeta Wave-Breaker script, it never worked)
- Add "Basic tips" about running OpenMW multi-platform, on weak devices and Android
- Add DIY Recipe "Make grass sparser in grass plugin"
- Add DIY Recipe "Correspondances of Morrowind - Balmora Guilds Expanded"
- Add DIY Recipe "Starfire's npc Additions - ReadMe - Library of Vivec Overhaul"
- Move "JMK - Ayleid Remnants" Patch from Files into DIY Recipes
- Move "New Arenthia" Patch from Files into DIY Recipes

2021-11-01
- Add "Miscellaneous Patches"(mostly script fixes for multiple mods)

2021-10-24
- Add engine specific marks to description page, compatibility section, mark all patches accordingly
- Recompile most scripts for vanilla engine, test all patches in vanilla engine after cloxx3 report
- Update "Armor Effects-WD - Lower Limit Sneak Drain" to v1.0.1(recompile scripts)
- Update "Better Sounds - Yet Another Patch - Expanded" to v1.0.1(recompile scripts, add "Only Tavern Sounds" option)
- Update "Creeping Blight - Vivec Voice - MQO" to v1.0.1(recompile scripts, remove inter-engine conflict)
- Update "Economy Adjuster Adjustments - Morag Tong Polished" to v1.0.1(recompile scripts)
- Update "Infected Wounds V0.9 - Weakness Fix" to v1.0.1(recompile scripts)
- Update "No More Air Supremacy - Adjustable Timer" to v1.0.1(recompile scripts)
- Update "NPC_Schedule(beta) - Patch" to v1.2.2(recompile scripts, fix errors)
- Update "Quarra Clan - Refreshed" to v1.0.1(recompile scripts)
- Update "Strength And Weakness - Minor Adjust And Script Fix" to v1.0.1(recompile scripts)
- Update "Vivec Voice Addon - Refreshed" to v2.0.1(fix script error in vanilla version, split into vanilla and openmw versions)
- Update "Wares-base - Expansion" to v1.0.2(new compatibility notes, sync master with updated wares-base.esm)

2021-10-23
- Update "At Home Alchemy - Finished - Optional BTBGI" to v1.0.1(fix scripts for vanilla engine, thanks to cloxx3)

2021-10-17
- Remove 2 DIY recipes as no longer needed, update link to Manauser's Chalk mod

2021-10-16
- Add "Bloodmoon Rebalance - Patch for Purists"(PfP fixes for 17 creatures)
- Update "BTBGI - Necro Edit - Modular Patch" to v5.0.0(PfP patch no longer needed, multiple fixes, add FM Unique Items patch)
- Update "There Can Be Only One - Various Mods - Patch"(fix bug with replaced weapons)
- Update "Yet Another No Disease Labels" to v1.1.1 (port PfP fixes to Brown Bear and Red Wolf in Bloodmoon Rebalance patch)
- Move BTBGI patch from "FMGS - Unique Items Compilation - Patch for Purists" (nothing changed in main version)

2021-10-13
- Update "BTBGI - Necro Edit - Modular Patch" to v4.1.0(adjust enchantment values in Better Robes and Better Clothes Complete patches)

2021-10-05
- Update "BTBGI - Necro Edit - Modular Patch" to v4.0.0(add Remiros' Uniques, replace Remiros' Tombs with OAAB - Tombs and Towers)

2021-09-29
- Remove "The Fires of Orc - Fix Dialogue" DIY Recipe as it was fixed upstream

2021-09-26
- Update "Animated Morrowind - Mines and Caverns - Patch" to v1.1.0(minor fixes)
- Update "BTBGI - Necro Edit - Modular Patch" to v3.0.0(port changes from BTBGI NE 2.0.8)
- Update "Yet Another No Disease Labels" to v1.1.0(move BTBGI patch from it, nothing changed in main version)

2021-09-24
- Change name of Better Sounds patch (Move prefix to suffix. I was so glad to upload it earlier that broke my own naming scheme)

2021-09-23
- Add "Yet Another Better Sounds Patch"(fix errors, optional version to expand ambient sounds to more places and mods)
- Add "Persistent Corpse Disposal - Patch"(make more compatible, PfP fixes ported, patches for Gnisis Docks, Grandfather Frost, CCM Guard Patrols)
- Update "There Can Be Only One - Patch" to v1.0.1(remove Persistent Corpse Disposal patch)
- Update "MBSP-BS-NCGD-Class_Spec-Fixed Again" to v1.1.0(make refund ratio adjustable, investigate the requirement of Better Sounds)
- Remove "Redaynia Restored - Better Sounds Patch"(obsolete now with new Better Sounds Patch)

2021-09-18
- Update "BTBGI - Necro Edit - Modular Patch" to 2.1.0(Optionally revert Enchanted Weapon Resistances changes for no-MWSE users)

2021-09-17
- Update "Ports Of Vvardenfell - Replacement Patch" to v3.0.0(more compatible, add Boys in the Hood and Wear a Mask patches)
- Add DIY recipe "Fabulous Suran - Ports of Vvardenfell"(remove clipping items conflict)

2021-09-12
- Update "Glowing Flames - Nocturnal Moths - TLAD Necro Edit" to v2.1.0(forward time changes from TLAD Necro v3.1)
- Add DIY recipe "Better Clothes Complete - Fix invisible boots"(all credit to Ddrav666en)

2021-08-06
- Remove "Better Sounds - Fixed and Cleaned Esps - Fixed again"(fixes implemented upstream)
- Fix multiple error in description
- Point "Chalk - Wares" to manauser's page, because nexus' file got deleted

2021-08-02
- Add "Djangos Dialogue - Patch for Purists"(forward PfP changes, fix minor bug)
- Update "Vivec Voice Addon - Refreshed" to v2.0.0(make it replacement patch for convenience)

2021-08-01
- Add "Vivec Waistworks Expansion - GoVH comp - Racer Dust Arms and Armor"(fix conflict)
- Add DIY Recipe "Starfire NPC - MDP Gnaar Mok"
- Add DIY Recipe "The Telvanni Ward Keepers - who's there"
- Make "MBSP-Better Sounds-ncgdMW-Class_Spec-Fixed again" filename a bit shorter

2021-07-29
- Add "Quarra Clan - Refreshed"(clean, fix, improve a bit, remove conflicts in original mod, few optional patches)
- Update "BTBGI - Necro Edit - Modular Patch" to v2.0.1 (minor change to faction requirements of Quarra Clan in Module 06)
- Add DIY Recipe: Ashmelech - "Vampire Clans - Clutter Monkey Overhaul" - "Mines and Caverns"

2021-07-24
- Update "BTBGI - Necro Edit - Modular Patch" to v2.0.0(remake, now it is better and offers more options)
- Add "MBSP-Better Sounds-ncgdMW-Class_Spec-Fixed again"(small fix, remove BS master to allow any BS patch version)
- Add "Better Sounds - Fixed and Cleaned Esps - Fixed again"(script fixes, minor fixes)
- Change numbered lists to unnumbered. Nah :-( Formatting is lost with unnumbered. Reverted back.
- Add "mod" color in addition to "patch" and "replacement patch"

2021-07-22
- Add "Yet Another No Disease Labels"(Remove disease labels from creatures. Doesn't need MWSE.)
- Add a hint how to use "replace --modify" with tes3cmd 0.40 (in DIY Recipes section)

2021-07-16
- Add "Armor Effects-WD - Lower Limit Sneak Drain"(Sneak never drops lower than default minimum of 5)
- Add "Creeping Blight - Vivec Voice - Main Quest Overhaul"(fix conflicts)
- Add "Infected_Wounds V0.9 - Weakness Fix"(fix minor bug with "weakness to disease" active)
- Add "No More Air Supremacy - Adjustable Timer"(increase default timeout, make it adjustable)
- Add "Strength And Weakness - Minor Adjust And Script Fix"(adjust bonuses, fix script for OpenMW)
- Add "Vivec Voice Addon - Patch for Purists - Speedup Patch"
- Add DIY Recipe for Dagoth Ur Voice Addon(though it's file copying recipe, not tes3cmd)
- Slightly change description for At Home Alchemy, 17% Faster Walking
- Slightly change names of files for At Home Alchemy, Ports of Vvardenfell patches

2021-07-11
- Add "Syclonix's At Home Alchemy - Finished - Optional BTBGI - Replacement Patch"(improvements)
- Add "BTBGI version to FM Unique Items - Patch for Purists - Replacement Patch"
- Add "Economy Adjuster Adjustments - Morag Tong Polished - Compatibility Patch"
- Add "There Can Be Only One - Various Mods - Compatibility Patch"

2021-07-07
- Update "Wares-base - Expansion" to v1.0.1(reword readme for clarity, remove nested archive and debug folder)

2021-07-05
- Update "Chalk - Wares" to v1.0.1(increase Magical chalk chance from 0.25% to 1%, add forgotten credit to Danae)

2021-07-04
- Add "Wares-base - Expansion Patch"(TR, Sky, Cyrodiil - 25 mods in total; script to add containers to other plugins included)
- Update "Cooking and Eating - Publicans Expansion" to v1.0.1(remove redundant cell subrecords, minor fixes)

2021-07-03
- Rename and update "Bardic Inspiration V2 - Lute and Inn Expansion" to v3.0.0(add new lutes, allow to convert vanilla lutes)
- Update "Ports Of Vvardenfell Patch" to v2.1.2(add Compatibility section to Readme)

2021-06-29
- Add "Chalk - Wares"(Chalk available for sale with Wares support)
- Add "Cooking and Eating - Publicans Expansion"(67 publicans from many mods sell food for Ian's mod)
- Add "New Arenthia - Fix"(fix trader service, texture path)
- Update "Bardic Inspiration v2 - Wares - More Inns Patch" to v2.1.0(two more Inns, 1 lute guaranteed for sale)

2021-06-14
- Add "Library of Vivec Overhaul - Full - OpenMW Patch"(move 4 sitting NPCs that were stuck in floor)
- Add multiple DIY recipes
- Change versioning again :-(
- Update "Ports Of Vvardenfell Patch" to v2.1.1(remove few misc items in Ebonheart for compat with Cyrodiil, MDP Ebonheart)
- Update "NPC_Schedule(beta) - Patch" to v1.2.1(change to .ESP)

2021-06-13
- Update "Glowing Flames - Nocturnal Moths - TLAD Necro Edit Patch" to v2.0.0(remake, add Nocturnal Moths patch, now replaces both Glowing Flames plugins)
- Update "Ports Of Vvardenfell Patch" to v2.1.0(add Silt Strider Courier patch - move 3 NPCs a bit to resolve conflict)
- Sort DIY Recipes alphabetically, other small fixes
- Remove "Glowing Flames - TLAD Necro" DIY recipe

2021-06-12
- Update "Ports Of Vvardenfell Patch" to v2.0.0(remake, merge previous, now is a replacement patch, add TOTSP compatibility)
- Remove "Ports Of Vvardenfell - Seldus Nerendus Location Patch"
- Sort mods in description alphabetically
- Small fixes in description page

2021-06-11
- Update "Bardic Inspiration Patch" to v2.0.0(remake, add Wares support, add multiple mods' Inns to perform)
- Add links to some patched mod pages to "Mod requirements"
- Move change logs to description page, switch to date versioning
- Move DIY recipes from Docs tab into spoilers
- Mark "BTBGI-NE patches" as outdated
- Remove "Price Balance - Better Balanced Booze (hardcore) - Patch"
- Remove old files

2020-10-18 - 2021-05-04
- Add Recipe: "Guild of Vampire Hunters - Vivec Waistworks Expansion"
- Update "NPC_Schedule - OpenMW - Compatibility Patch" to v1.2.0 with a fix to Nelmil Hler(johnnyhostile)
- Update "NPC_Schedule - OpenMW - Compatibility Patch" to v1.1.0 with a fix to Ano Valdo(johnnyhostile)
- Add Recipes: "Yet another guard diversity - Calder Mine Expanded", "Yet another guard diversity - Omani Manor"
- Add Recipes: "Odai River", "Starfire NPC - Walk in the Park"
- Add "BTBGI - Necro Edit - Patches"
- Add "FM Unique Items - PfP - Replacement Patch"
- Add "Glowing Flames - TLAD Necro - Replacement Patch"
- Add "17% Faster Walking"
- Add multiple DIY Recipes
- Add DIY Recipe and File for "Glowing Flames TLAD Tweaks - TLAD Logical Flicker Necro Colors - Replacement Patch"
- Add DIY Recipes for "Fargoth's mountain hut", "Something's not right...". Add patches "Of Dungeons and Abodes", "Redaynia Restored - Better Sounds"
- Add "Animated_Morrowind-merged-Mines_and_Caverns-Patch"
- Change file extension from ".omwaddon" to ".esp" for all non-OpenMW-specific patches
- Add "Price Balance-better balanced booze_hardcore-Patch", "BardicInspirationTR-LuckyChance_and_gifts_patch"
- Add "Ports Of Vvardenfell V1.6-Seldus_Nerendus-Location_Fix", "JMK - Ayleid Remnants-Mesh_Fix"
- Add "NPC_Schedule(beta)-OpenMW-Patch"
- Add "Ports Of Vvardenfell V1.6-TR_Travels-Patch", "Quill of Feyfolken 2.0-OpenMW-Patch"

Basic tips:
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Immersion/Roleplaying
  • Less subjective
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    Bugs and exploits: Morrowind Code Patch/OpenMW and Patch for Purists are mandatory.

    Cliff Racers: Fauna should not be that aggressive, fictional world or not. Your character doesn't have to be a bloody monster killing thousands of rats or cliff racers. TriangleTooth's Ecology or something similar makes fauna move believeable and less annoying.

    "Reload discipline": Reload only on glitch or character death. That alone may create more situations to remember than the Main Quest.
  • Subjective
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    Archery without crosshair is much more immersive and rewarding(and not hard)

    Disabled "show owned" paired with Ownership Overhaul enhances gameplay a lot

    Economy Adjuster Crime paired with any Price Rebalance mod(Price Balance, BTBGI) makes criminal roleplay very interesting

    More Exclusive Factions helps to make every character stand out
  • More subjective
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    Replace vanilla leveling, race and birthsigns with any decent mods(plenty of them). Vanilla's imbalances(male vs female, weight and speed, Lady and Atronach, health calculation etc) stand against immersive gameplay. Optionally drop Better Character Classes(controversial) on top and you may have viable character with any sensible combination of premade class, birthsign, sex and race(and without tedious "effective" leveling).

    Exploits and imbalances: Nerfing overpowered and boosting weak options helps to diversify gameplay. Morrowind Anti-Cheese, Wakim's Game Improvements/BTBGI etc.

    "Inventory discipline": Only use quick inventory and learnt spell selection in battle. That will make you prepare for every battle, pick fights with caution or avoid them.


Modding
  • Stick to a guide and glance through other. There are a lot of guides that recommend must-have mods, load order, useful utilities etc. I've used following three:
    Modding-OpenMW
    Morrowind Themed Mod Lists
    An alternative to Morrowind Rebirth - A modlist by RandomPal
    These basic tips were written to complement guides. Also check this awesome modlist by abot when looking for mods.
  • Keep mods in separate directories. It's much easier to control your mods this way.
  • Backup sometimes. Restoring 500-mods perfectly made setup is very time consuming. Copy mods directory to another computer/cloud/usb-stick at least.
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    More advanced example utilising "7z" compression utility and "Syncthing" syncing utility.

    Let's say you have all your mods in "mods_dir" directory, "backup_dir" is the directory that is synced between several computers with Syncthing. Following command will add your directory into 1 file without compression(very fast). Resulting file is tranfered faster and offers differential backups(next). Change "-mx=0" to "-mx=9" if you want to compress(file will be much smaller, but may take some time).

    # Windows
    7za a "backup_dir\full_backup.7z" "mods_dir" -mx=0
    # Unix-like
    7z a "backup_dir/full_backup.7z" "mods_dir" -mx=0

    Then you may create differential backups(smaller backups containing only changes from last full backup) more frequently. Command looks a bit cryptic - check 7z manual if you want to know what it does exactly. Again change "-mx=0" to "-mx=9" if you want to use compression:

    # Windows
    7za u "backup_dir\full_backup.7z" "mods_dir" -mx=0 -u- -up0q3r2x2y2z0w2\!"backup_dir\diff_backup.7z"
    # Unix-like
    7z u "backup_dir/full_backup.7z" "mods_dir" -mx=0 -u- -up0q3r2x2y2z0w2\!"backup_dir/diff_backup.7z"
  • Plugin quantity limit
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    Morrowind

    Limit set to 256

    MWSE

    Limit extended to 1024

    OpenMW

    Doesn't impose any limit on number of plugins. But Operating System does in form of "max open files limit". Usually it's very high and you'll never reach that limit with OpenMW, but there are some exceptions. I've got to the limit on MacOS, Android and Linux, so further there are examples of error messages.

    MacOS:

    The default limit is(or was) 256. It's low. Once I've started experiencing following error on launching:

    /Applications/OpenMW.app/Contents/MacOS/openmw-launcher
    flock failed to lock maps file: errno = 35

    It turned out I've hit the limit of simultaneously open files. OpenMW opens around 80 files besides plugins, so you'll reach that error with less than 200 plugins. You may see the number of open files with command like that:

    lsof -c openmw | wc -l

    Google yourself how to fix that properly(something like "sudo launchctl limit maxfiles 512 unlimited"). I've had to increase it to 1024 eventually, and 2048 (ulimit -S -n 2048) with debug version that opened each plugin twice :-)

    Android:

    AFAIK the limit is 1024. I've hit the limit with 582 plugins(groundcover included). The error message with 0.47 looked like that:

    [03:06:47.173 E] Error: Failed loading RepopulatedBloodmoon.ESP: the content file does not exist

    It's hard to increase the limit in Android, so merging some plugins with care is the easiest way.

    Linux:

    There may be some distributions with that limit set low, though it should be rare. Google "linux ulimit -n" or "linux max open files" if that's your case and you've reached the limit.

    With 1024 limit(default for Arch) I've hit the limit with 582 plugins(groundcover included), same as Android. The error message with 0.47 looked like that:

    [11:00:18.899 E] Error: Failed to open '/home/user/OMW/mods/NPCs/RepopulatedMorrowind/0/04 TOTSP/RepopulatedBloodmoon.ESP' for reading: Too many open files



(OpenMW) Multi-device to continue game on another device with the same or different OS
  • Syncing software is not strictly required, but makes life much easier. I use Syncthing, though any other would work (Google Drive etc).
  • Same OpenMW version. Sometimes the format of save-game changes, and it's not backward compatible sadly.
  • Same plugins(esp, esm, omwaddon) in the same order.
  • Resources(data directories with textures and meshes) may differ to fit each device better. Example:
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    I use Android smartphone and Linux laptop. Smartphone doesn't need heavy texures, so I have different textures:

    1. Tamriel Data:
    In this example "mods" directory is synchronized between devices. Directory "files" is the same and contains everything from Tamriel Data except BSA. Vanilla-resolution BSA was moved to "vanilla", HD into "hd". This way i have different textures on different devices.

    # laptop openmw.cfg
    data="/home/user/mods/Landmasses/TamrielData/0/files/00 Core"
    data="/home/user/mods/Landmasses/TamrielData/0/bsa/hd"
    # android openmw.cfg
    data="/storage/emulated/0/mods/Landmasses/TamrielData/0/files/00 Core"
    data="/storage/emulated/0/mods/Landmasses/TamrielData/0/bsa/vanilla"

    2. HoTV Solstheim Tomb of the Snow Prince. Notice i simply don't use "HD" directory on android:

    # laptop openmw.cfg
    data="/home/user/mods/Landmasses/HoTVSolstheimTombOfTheSnowPrince/0/000 Core"
    data="/home/user/mods/Landmasses/HoTVSolstheimTombOfTheSnowPrince/0/010 Solstheim - HD Worldspace Graphical Replacer"
    # android openmw.cfg
    data="/storage/emulated/0/mods/Landmasses/HoTVSolstheimTombOfTheSnowPrince/0/000 Core"

    3. Armors Retexture Outlander Styles. Again different textures:

    # laptop openmw.cfg
    data="/home/user/mods/Armor/ArmorsRetextureOutlanderStyles/0/HQ"
    # android openmw.cfg
    data="/storage/emulated/0/mods/Armor/ArmorsRetextureOutlanderStyles/0/MQ"

    4. Last example. Better Waterfalls, additional Vanilla resolution directory for android:

    # laptop openmw.cfg
    data="/home/user/mods/Water/BetterWaterfalls/0/00 Core"
    data="/home/user/mods/Water/BetterWaterfalls/0/02 Tamriel Rebuilt Water"
    # android openmw.cfg
    data="/storage/emulated/0/mods/Water/BetterWaterfalls/0/00 Core"
    data="/storage/emulated/0/mods/Water/BetterWaterfalls/0/02 Tamriel Rebuilt Water"
    data="/storage/emulated/0/mods/Water/BetterWaterfalls/0/01 Vanilla Resolution Textures"


(OpenMW) Performance on weak devices. Other settings are perfectly explained in documentation
  • Benchmarking how-to
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    Benchmarking and tuning settings:

    Press F3 to see FPS
    Go to "resource heavy" place
    Find the spot/view with lowest FPS and save the game
    Change settings, restart game, notice the change of FPS
    Try to change only 1 value per iteration

    Good places for testing "physics" or lighting at night. Open console(~) and write:

    coc "balmora"
    coc "old ebonheart"

    This will teleport you to those places.

    Good place for testing "grass":

    coc "vos"

    Move a bit into the most dense grass. Open console, select creature and write "disable" if enemies bother you.

    Stability test(important on android). Just fly high-speed over long distance or around "heavy" cells(Balmora to Old Ebonheart for example):

    tgm
    tcl
    player->setspeed 1000
  • Physics
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    Increase "async num threads" if you can spare CPU cores(4 or more real or multithreading cores) from default 0 to 1 or 2. It increases FPS a lot in crowded places like modded Old Ebonheart / Balmora.

    async num threads = 1
  • Grass
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    Grass is good looking and very resource heavy.

    The main obvious control is grass density. I had to set it to 0.5 for android:

    # laptop
    density = 1.0
    # android
    density = 0.5

    Grass "chunk size" value may change FPS up to 25%. Default value is "0.5". Play with this value to see what gives you the best results. I've discovered that following values provide best FPS for my devices:

    # laptop
    min chunk size = 0.25
    # smartphone
    min chunk size = 0.125

    Following 3 settings may change FPS a lot(mainly due to very expensive antialiasing). Play with these values. I've found that changing following values in the middle of grasslands increased FPS twice for me:

    # low fps
    antialiasing = 4
    antialias alpha test = true
    texture mipmap = linear

    # high fps
    antialiasing = 0
    antialias alpha test = false
    texture mipmap = nearest
  • Small feature culling
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    It is a powerful performance tool, just keep in mind that with increased value you will start to notice drawbacks. It also depends on resolution(with higher resolution you may increase culling pixel size to get similar results). I use full hd resolutions (1920x1080, 1920x1200, 2400x1080) and stopped at value "8":

    small feature culling pixel size = 8.0

    With "10" NPCs far away will start "fading out". With 16 NPCs half-cell away will lose heads :-)
  • Shaders and Lighting method
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    Don't be afraid to turn on "legacy" on modern weak devices. Shaders reduce performance a lot. Turning on "legacy" may increase your FPS in heavy modded Balmora at night 1.5x.

    lighting method = legacy
  • Water
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    Shader water looks much better. Use it if you can keep up with slightly reduced performance.

    shader = true

    Increasing water detail "rtt size" doesn't provide much better views comparing to FPS drop. Keep it at low(512).

    rtt size = 512

    Refraction is relatively "cheap".

    refraction = true

    Reflection detail higher than 2 becomes more and more power hungry. I keep it at 2.

    reflection detail = 2

    Same as "normal" culling pixel size. If you increase it to "30" then you'd not see bushes reflcections in 20 meters. I keep it default.

    small feature culling pixel size = 20.0
  • Framerate target and limit
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    Try to have these two parameters equal to keep it simple. Decreasing helps to reduce heat and prolong battery life a lot. I set them to 30 for android.

    target framerate = 60
    framerate limit = 60
  • Distant terrain and fog
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    Distant terrain is very efficient and not as FPS-heavy as grass. It will use additional memory, so bother with a bit of stability testing on android. Don't forget to increase "viewing distance"(may be changed in-game):

    distant terrain = true
    object paging = true
    object paging active grid = true
    object paging merge factor = 250
    object paging min size = 0.01

    Most important options for FPS are "merge factor" and "min size" besides obvious "viewing distance". Try increasing them several times, like "1000" and "0.05".

    I will turn on "distant terrain" and set "viewing distance" to 1.5 cells (12288) once distant fog variables will become player controllable. I just don't like the unlimited view of Morrowind. World was not designed to be viewed like that and IMO it is ugly at distance. Lack of "fog of war" also makes the game world much "smaller". Staying between Vivec and Pelagiad with distant terrain on you notice the distance between them is like 500 meters, while it's subjectively much longer with "fog of war". I've tried playing with distant fog, but it's not customizable enough with hardcoded weather variables.

    distant terrain = false
  • Caches
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    Consider increasing various caches if you have memory to spare. This will make game "smoother".

    Example setup with 10x increased cell cache, 2x audo buffer cache, 4x nav mesh cache:

    # These cell cache settings increased memory consumption on PC for me from ~4GiB to ~5GiB with 4x textures(IT/MET) and 500 mods.
    # preload cell cache min = 12
    preload cell cache min = 120
    # preload cell cache max = 20
    preload cell cache max = 128

    # This buffer cache setting may add up to 64MiB on top compared to default value.
    # buffer cache min = 56
    buffer cache min = 112
    # buffer cache max = 64
    buffer cache max = 128

    # This nav mesh cache setting may add up to 768MiB on top compared to default value.
    # max nav mesh tiles cache size = 268435456
    max nav mesh tiles cache size = 1073741824


(OpenMW) Battery life and heat may be improved with few changes
  • Set framerate target and limit to lower values
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    Framerate limit is the main tool for decreasing power consumption. I set them to 30 for android. I know some people use 25.

    target framerate = 30
    framerate limit = 30
  • Set number of additional threads to minimum
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    Each additional processing thread is less effective. For example, heavy-modded Balmora with many additional NPCs consumes 1.7 cores with "async num threads = 2" vs 1.6 cores with "asynce num threads = 1". And I can not see any visual difference. Power consumption decrease is small though compared to framerate limit.

    This would actually slightly decrease performance(if you had those values higher), but paired with framerate limit decrease you may not feel the difference.

    async num threads = 1
    preload num threads = 1


(OpenMW) Android memory management differs from PC. Limit OpenMW memory usage, otherwise it may crash
  • Use light textures
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    Using lots of 4k 20MB textures, normal maps etc will cause fast memory exhaustion. It's not much needed too. I don't see much difference between HD-textures on 30'' display and Vanilla-resolution on 6.5'' smartphone's screen.
  • Lower preload settings
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    NOTE: android 11+ drastically slowed access to storage(scoped storage), so caching became more important than it was for android 10-. Make these changes only when it's really needed.

    Preload is made to keep everything smooth, but it requires memory. I had to decrease preload values to make gameplay crash-free. The most important values are "preload cell cache min/max". Further you may see commented(#) default values and the values I use.

    # preload doors = true
    preload doors = false
    # preload distance = 1000
    preload distance = 500
    # preload instances = true
    preload instances = false
    # preload cell cache min = 12
    preload cell cache min = 3
    # preload cell cache max = 20
    preload cell cache max = 5
    # preload cell expiry delay = 5
    preload cell expiry delay = 3
    # cache expiry delay = 5
    cache expiry delay = 3

    Disable preload completely if previous doesn't help, though it's really extreme:
    # preload enabled = true
    preload enabled = false
  • Lower nav mesh cache
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    By default nav mesh cache is 256MiB in bytes. Consider lowering it, i.e. twice to 128MiB:
    # max nav mesh tiles cache size = 268435456
    max nav mesh tiles cache size = 134217728
  • Example config(brief version, default values omitted)
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    [Camera]
    small feature culling pixel size = 8.0
    view over shoulder = true
    zoom out when move coef = 45
    preview if stand still = true
    head bobbing = true
    head bobbing step = 100.0

    [Cells]
    preload doors = false
    preload distance = 500
    preload instances = false
    preload cell cache min = 3
    preload cell cache max = 5
    preload cell expiry delay = 3
    cache expiry delay = 3
    target framerate = 30

    [GUI]
    scaling factor = 2.24
    color topic enable = true

    [HUD]
    crosshair = false

    [Game]
    show projectile damage = true
    show melee info = true
    classic reflected absorb spells behavior = false
    show effect duration = true
    prevent merchant equipping = true
    enchanted weapons are magical = false
    can loot during death animation = false
    rebalance soul gem values = true
    use additional anim sources = true
    weapon sheathing = true
    shield sheathing = true
    only appropriate ammunition bypasses resistance = true
    use magic item animations = true
    normalise race speed = true
    projectiles enchant multiplier = 0.25
    uncapped damage fatigue = true
    turn to movement direction = true
    smooth movement = true
    NPCs avoid collisions = true
    swim upward correction = true
    trainers training skills based on base skill = true
    always allow stealing from knocked out actors = true

    [General]
    anisotropy = 16

    [Shaders]
    clamp lighting = false
    lighting method = legacy

    [Input]
    toggle sneak = true

    [Video]
    resolution x = 2400
    resolution y = 1080
    fullscreen = true
    minimize on focus loss = false
    window border = false
    framerate limit = 30

    [Water]
    shader = true
    refraction = true
    refraction scale = 0.75

    [Navigator]
    max nav mesh tiles cache size = 134217728

    [Physics]
    async num threads = 1

    [Groundcover]
    enabled = true
    density = 0.5
    rendering distance = 7168.0
    min chunk size = 0.125
  • Example config(same as previous, but most default values listed)
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    [Camera]
    near clip = 3
    small feature culling = true
    small feature culling pixel size = 8.0
    viewing distance = 7168
    field of view = 60
    first person field of view = 60.0
    third person camera distance = 192
    view over shoulder = true
    view over shoulder offset = 30 -10
    auto switch shoulder = true
    zoom out when move coef = 45
    preview if stand still = true
    deferred preview rotation = true
    head bobbing = true
    head bobbing step = 100.0
    head bobbing height = 3.0
    head bobbing roll = 0.2

    [Cells]
    preload enabled = true
    preload num threads = 1
    preload exterior grid = true
    preload fast travel = false
    preload doors = false
    preload distance = 500
    preload instances = false
    preload cell cache min = 3
    preload cell cache max = 5
    preload cell expiry delay = 3
    prediction time = 1
    cache expiry delay = 3
    target framerate = 30
    pointers cache size = 40

    [Terrain]
    distant terrain = false

    [Fog]
    use distant fog = false

    [GUI]
    scaling factor = 2.24
    color topic enable = true

    [HUD]
    crosshair = false

    [Game]
    show owned = 0
    show projectile damage = true
    show melee info = true
    show enchant chance = false
    best attack = false
    difficulty = 0
    actors processing range = 7168
    classic reflected absorb spells behavior = false
    show effect duration = true
    prevent merchant equipping = true
    enchanted weapons are magical = false
    followers attack on sight = false
    can loot during death animation = false
    rebalance soul gem values = true
    use additional anim sources = true
    barter disposition change is permanent = false
    strength influences hand to hand = 0
    weapon sheathing = true
    shield sheathing = true
    only appropriate ammunition bypasses resistance = true
    use magic item animations = true
    normalise race speed = true
    projectiles enchant multiplier = 0.25
    uncapped damage fatigue = true
    turn to movement direction = true
    smooth movement = true
    smooth movement player turning delay = 0.333
    NPCs avoid collisions = true
    NPCs give way = true
    swim upward correction = true
    swim upward coef = 0.2
    trainers training skills based on base skill = true
    always allow stealing from knocked out actors = true
    graphic herbalism = true
    allow actors to follow over water surface = true

    [General]
    anisotropy = 16
    texture mag filter = linear
    texture min filter = linear
    texture mipmap = nearest

    [Shaders]
    force shaders = false
    force per pixel lighting = false
    clamp lighting = false
    apply lighting to environment maps = false
    radial fog = false
    lighting method = legacy
    antialias alpha test = false

    [Input]
    grab cursor = true
    toggle sneak = true
    always run = false

    [Saves]
    character =
    autosave = true
    timeplayed = false
    max quicksaves = 1

    [Video]
    resolution x = 2400
    resolution y = 1080
    fullscreen = true
    screen = 0
    minimize on focus loss = false
    window border = false
    antialiasing = 0
    vsync = false
    framerate limit = 30
    contrast = 1.0
    gamma = 1.0
    screenshot type = regular

    [Water]
    shader = true
    rtt size = 512
    refraction = true
    reflection detail = 2
    small feature culling pixel size = 20.0
    refraction scale = 0.75

    [Navigator]
    enable = true
    max nav mesh tiles cache size = 134217728

    [Shadows]
    enable shadows = false

    [Physics]
    async num threads = 1
    lineofsight keep inactive cache = 0
    defer aabb update = true

    [Groundcover]
    enabled = true
    density = 0.5
    rendering distance = 7168.0
    min chunk size = 0.125
    stomp mode = 2
    stomp intensity = 1

DIY Recipes:
Spoiler:  
Show

  • "Recipes" mostly contain tes3cmd commands, just copy-paste and plugin is patched
  • Or use as a guidance in preferred program (CS, Enchanted Editor etc)
  • Both tes3cmd versions 0.37 or 0.40 should be ok
  • Note on commands that contain \$R: There are slight differences between shells/command interpreters. Remove \ from \$R to turn to $R if you run these commands in Windows CMD.
  • (not required) Mod File Format, Documentation and TR tes3cmd guide will help to start using tes3cmd for your own tasks
    Spoiler:  
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    Tes3cmd is an alternative to Construction Set, OpenMW-CS etc. All these tools allow to view and modify Mod File content. Tes3cmd is a command-line utility with all the advantages and disadvantages. You'll not be able to design new game cell, but some operations become much easier. For example bulk deletion. Or adding a script to multiple objects. Or providing "copy-paste recipes" for quick patching :-)

  • A Strange Plant - Remove "dangerous" Who's there
    Spoiler:  
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    Description:
    - Remove "dangerous" "Who's there" dialogue

    Recipe:
    tes3cmd delete --type INFO --exact-id "1215227585220936854" "PB_AStrangePlant.esp"
  • Better Clothes Complete - Fix invisible boots
    Spoiler:  
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    Description:
    - BM_Nordic02_shoes are invisible when worn
    - drav666en has fixed it in bugs section https://www.nexusmods.com/morrowind/mods/47549?tab=bugs and all credit goes to him
    - I've just turned his solution into following command

    Recipe:
    tes3cmd modify "Better Clothes Complete.ESP" --type BODY --exact-id "c_common_nordic02_f" --run "\$R->set({t=>'MODL', f=>'Model'}, 'rt\rt_shoes_nordic02_s.nif')"
  • Dagoth Ur Voice addon - Soundfiles Fix
    Spoiler:  
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    There is a problem with 1 sound and a conflict with Beware the Sixth House with 3 more sounds. It's possible to make patches, but it's safer and easier to just copy few files.

    To fix everything copy 4 mod's sound files to new locations:
    Sound/Vo/D-Ur/A noble ambition.mp3 -> Sound/Vo/Ur/A noble ambition.mp3
    Sound/Vo/D-Ur/D-ur welcomes you.mp3 -> Sound/Vo/Misc/Dagoth Ur Welcome A.mp3
    Sound/Vo/D-Ur/welcome moon and star 2.mp3 -> Sound/Vo/Misc/Dagoth Ur Welcome B.mp3
    Sound/Vo/D-Ur/what a fool you are.mp3 -> Sound/Vo/Misc/Dagoth Ur Welcome C.mp3

    Detailed explanation:
    1. Typo in a path of "a noble ambition" sound:
    "Vo\Ur\A noble ambition.mp3" instead of "Vo\D-Ur\A noble ambition.mp3"
    2. Beware the Sixth House overwrites (if placed after this mod, which is the way to go) changes to "dagoth_ur_{1,2}" creatures, so that 2 original mod's scripts won't be used. Vanilla scripts expect those sounds under different names and locations.
  • Dwemer Rebirth Project - Arkngthunch-Sturdumz door fix
    Spoiler:  
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    Description:
    - Door fix in Arkngthunch-Sturdumz (without this you get stuck in the wall)

    Recipe:
    tes3cmd modify --type CELL --exact-id "west gash region (-13, 14)" --run "\$R->set({t=>'DODT', f=>'Y'}, '1100')" "DRPV1.9.ESP"
  • Fabulous Suran - Ports Of Vvardenfell
    Spoiler:  
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    Description:
    - Delete cell changes to remove conflict (clipping items new striderport)

    Recipe:
    tes3cmd delete "Fabulous Suran Ver.1.0.1.esp" --type CELL --instance-match "ObjIdx:(15|16|17|20|21|22|24|25|26|27|31|32|33|34|35|36) "
  • Guild of Vampire Hunters - Vivec Waistworks Expansion (GoVH)
    Spoiler:  
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    Description:
    - Delete cell changes to remove conflict (semi-transparent extra wall in front of Guild's door)

    Recipe:
    tes3cmd delete --type CELL --instance-match "in_velothismall_3way_01" "Guild of Vampire Hunters.ESP"
  • Havish - Crude invisible clothes fix for OpenMW
    Spoiler:  
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    Description:
    - Few added clothes doesn't behave in OpenMW as good as in Morrowind.exe
    - 1 skirt and 2 pants make NPCs have invisible body parts, that's why I've decided to replace them with "common_skirt_04" which mostly fits

    Recipe:
    tes3cmd modify Havish.esm --type NPC_ --replace '/ZH_NBL2_Skirt/common_skirt_04/'
    tes3cmd modify Havish.esm --type NPC_ --replace '/ZH_panties_01/common_skirt_04/'
    tes3cmd modify Havish.esm --type NPC_ --replace '/ZH_BL_breton_stockings/common_skirt_04/'
  • Izi forts - All in one - Buckmoth Fort
    Spoiler:  
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    Description:
    - Hide hanging tower top in the center of ashlands (5, 5) cell

    Recipe:
    tes3cmd modify "Izi forts - All in one.esp" --exact-id "buckmoth legion fort (-2, 5)" --match "ObjIdx:86213" --run "\$R->set({i=>[14], f=>'Z'}, '0')"
    tes3cmd modify "Izi forts - Buckmoth.esp" --exact-id "buckmoth legion fort (-2, 5)" --match "ObjIdx:86213" --run "\$R->set({i=>[14], f=>'Z'}, '0')"
  • Kogoruhn Ruins - Grass Mods
    Spoiler:  
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    Description:
    - It is possible to regenerate grass, but I've found Kogoruhn Ruins actually look better with terrain changes removed
    - Deletes LAND changes, also deletes few stalkers there(IMO it feels more intimidating without any creatures)

    Recipe:
    tes3cmd delete --type LAND "Kogoruhn Ruins 1.11.ESP"
    tes3cmd delete --type CELL --instance-match "corprus_(stalker|lame)" "Kogoruhn Ruins 1.11.ESP"
    tes3cmd delete --type cell --instance-match "ash_(slave|zombie)" "Kogoruhn Ruins 1.11.ESP"
  • Love in the Time of Daedra - Throat Singing Temple Healers
    Spoiler:  
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    Description:
    - NPCs from both mods are stuck into each other in Ghostgate, Temple
    - Move the one from Love in the Time of Daedra a bit

    Recipe:
    tes3cmd modify --type cell --exact-id "ghostgate, temple" NON1.LoveintheTimeofDaedra.v1.03_Abot.esp --run "\$R->set({t=>'DATA', f=>'X'}, '-100')"
  • Minor Redoran Concept Art Inspired City Enhancement - URH - Khuul
    Spoiler:  
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    Description:
    - Building and misc items are moved and misaligned when both mods used together
    - Simply remove changes of Concept Art Redoran from that cell to fix

    Recipe:
    tes3cmd delete --type cell "Concept Art Redoran.ESP" --exact-id "khuul (-9, 17)"
  • Nerevarine Service Refusal - Vivec Voice Addon Tribunal Version
    Spoiler:  
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    Description:
    - Global variable set in Vivec dialogue conflicts with Vivec Voice. So I've removed the "Hortator" parts completely and changed Redoran check to the same as in Indoril or Temple. It has roleplaying value too i suppose. As i get it the reason for refusing services is Nerevarine claim, Hortator or not.

    Recipe:
    tes3cmd delete "Clean Temple Service Refusal.ESP" --no-match "service refusal" --type glob --type dial --type info
    tes3cmd delete "Clean Temple Service Refusal.ESP" --sub-match "Compare_Value:0"
    tes3cmd delete "Clean Temple Service Refusal.ESP" --sub-match "redoranhort"
    tes3cmd modify "Clean Temple Service Refusal.ESP" --match redoran --run "\$R->append(INFO::SCVR->new({'index', '1', 'type', '4', 'function', 'JX', 'comparison', '4', 'name', 'B8_MeetVivec'}))"
    tes3cmd modify "Clean Temple Service Refusal.ESP" --match redoran --run "\$R->append(INFO::INTV->new({'compare_value', '50'}))"
  • Nerevarine Service Refusal - Add same-faction check
    Spoiler:  
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    Description:
    - Requires previous change(remove Hortator's check)
    - I've decided to add "same faction" check to Redoran and Indoril. This changes nothing for Indoril at the moment, because it's not joinable yet. For Redoran it makes sense IMO to only refuse service if you are not the member. Yes, they value Temple etc, but they are not ordinators. Tradition, honor and subordination is more important than anything else. Refusing services to higher rank player, for example, should be worse in their mind, than providing service to "false Nerevarine" of their own faction.

    Recipe:
    tes3cmd modify "Clean Temple Service Refusal.ESP" --type info --no-match temple --run "\$R->append(INFO::SCVR->new({'index', '2', 'type', '1', 'function', '46', 'comparison', '0'}))"
    tes3cmd modify "Clean Temple Service Refusal.ESP" --type info --no-match temple --run "\$R->append(INFO::INTV->new({'compare_value', '0'}))"
  • No Beds for the Diseased - Improved Inns Expanded
    Spoiler:  
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    Description:
    - No Beds for Diseased installed along Improved Inns Expanded doesn't work as intended
    - I had to change order of 2 dialogue entries a bit to make them work together

    Recipe:
    tes3cmd modify "No Beds for the Diseased.ESP" --exact-id "2347727750824713551" --run "\$R->set({t=>'PNAM', f=>'Prev_ID'}, '')"
    tes3cmd modify "No Beds for the Diseased.ESP" --exact-id "17064209251250016665" --run "\$R->set({t=>'NNAM', f=>'Next_ID'}, '19413307592865922628')"
    tes3cmd modify "No Beds for the Diseased.ESP" --exact-id "19413307592865922628" --run "\$R->set({t=>'PNAM', f=>'Prev_ID'}, '17064209251250016665')"
    tes3cmd modify "No Beds for the Diseased.ESP" --exact-id "21270220822709030660" --run "\$R->set({t=>'NNAM', f=>'Next_ID'}, '8823124431996827500')"
  • Populated Vvardenfell - Balmora Waterworks
    Spoiler:  
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    Description:
    - Move 1 NPC stuck into building(1hlaalunpc35)

    Recipe:
    tes3cmd modify "PopulatedVvardenfell 1.5.esp" --hide-backups --type cell --exact-id "balmora (-3, -2)" --replace '/-18397/-18275/'
    tes3cmd modify "PopulatedVvardenfell 1.5.esp" --hide-backups --type cell --exact-id "balmora (-3, -2)" --replace '/-15604/-15960/'
    tes3cmd modify "PopulatedVvardenfell 1.5.esp" --hide-backups --type cell --exact-id "balmora (-3, -2)" --replace '/223/275/'
  • Province Cyrodiil - Suppress warning in OpenMW log
    Spoiler:  
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    Description:
    - Province Cyrodiil v0.3 produces warning on every game start about non-existing faction
    - Let's change that NPC's faction to the existing one. It doesn't change anything because that NPC itself doesn't exist in game, but warning will go.

    Recipe:
    tes3cmd modify Cyrodiil_Main.esm --exact-id "pc_gc_guard" --replace '/T_Cyr_ImperialWatch/T_Cyr_ImperialLegion/'
  • RandomPal's Vality's BC addon (vanilla) - Hanging Mushrooms
    Spoiler:  
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    Description:
    - Remove wrong edit causing mushrooms hanging in the air

    Recipe:
    tes3cmd delete --type CELL --exact-id "bitter coast region (-7, 3)" Valitys_Bitter_Coast_Addon.esp
  • RandomPal's Vality's BC addon (vanilla) - OAAB Brother Junipers Twin Lamps
    Spoiler:  
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    Description:
    - Remove tree growing through the newly added building

    Recipe:
    tes3cmd delete --type CELL --exact-id "bitter coast region (-6, -7)" --instance-match "ObjIdx:361" "Valitys_Bitter_Coast_Addon.esp"
  • RandomPal's Vality's BC addon (vanilla) - Shipyards of Vvardenfell (Sadrith Mora - Seyda Neen - Gnaar Mok)
    Spoiler:  
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    Description:
    - Remove trees in and around(those that are close to) the shipyard in Seyda Neen

    Recipe:
    tes3cmd delete --type CELL --exact-id "seyda neen (-2, -9)" "Valitys_Bitter_Coast_Addon.esp"
    tes3cmd delete --type CELL --exact-id "bitter coast region (-3, -9)" "Valitys_Bitter_Coast_Addon.esp"
    # following 4 commands remove only 2 trees that are growing through the new buildings
    tes3cmd delete --type CELL --exact-id "bitter coast region (-3, -8)" --instance-match "ObjIdx:154" "Valitys_Bitter_Coast_Addon.esp"
    tes3cmd modify --type CELL --exact-id "bitter coast region (-2, -8)" --run "\$R->delete({i=>[4]})" "Valitys_Bitter_Coast_Addon.esp"
    tes3cmd modify --type CELL --exact-id "bitter coast region (-2, -8)" --run "\$R->delete({i=>[3]})" "Valitys_Bitter_Coast_Addon.esp"
    tes3cmd delete --type CELL --exact-id "bitter coast region (-2, -8)" --instance-match "ObjIdx:266586" "Valitys_Bitter_Coast_Addon.esp"
  • RandomPal's Vality's BC addon (vanilla) - The Merchant Fendus
    Spoiler:  
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    Description:
    - Remove trees in front of lighthouse as it conflicts with Merchant Fendus (and breaks immersion a bit IMO)

    Recipe:
    tes3cmd delete --type CELL --exact-id "seyda neen (-2, -10)" Valitys_Bitter_Coast_Addon.esp
  • Something's not right... - Update Masterfile
    Spoiler:  
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    Description:
    - Change .esp's header information for updated Solstheim - Tomb of the Snow Prince

    Recipe:
    tes3cmd modify --type TES3 --run '$R->set({i=>[9]}, "Solstheim Tomb of The Snow Prince.esm")' "Something's Not Right - VSW.ESP"
    tes3cmd header --synchronize "Something's Not Right - VSW.ESP"
  • Starfire's npc Additions - A Walk in the Park
    Spoiler:  
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    Description:
    - Move one trader a bit to not appear on the stone

    Recipe:
    tes3cmd modify --type CELL --exact-id "Mournhold, Temple Courtyard" --run "\$R->set({i=>[27], t=>'DATA', f=>'Y'}, '-2252.490')" "Starfires NPC Additions ver-1.13.esp"
  • Starfire's npc Additions - Balmora Waterworks
    Spoiler:  
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    Description:
    - Move 1 NPC stuck into building(objidx 695: job_all)

    Recipe:
    tes3cmd modify "Starfires NPC Additions ver-1.13.esp" --hide-backups --type cell --exact-id "balmora (-3, -2)" --replace '/-17972/17117/'
    tes3cmd modify "Starfires NPC Additions ver-1.13.esp" --hide-backups --type cell --exact-id "balmora (-3, -2)" --replace '/-15847/16158/'

    Description:
    - Delete 1 NPC stuck into textures(didn't bother with moving, there are already too many of them there)

    Recipe:
    tes3cmd delete --type cell --exact-id "balmora (-3, -2)" --instance-match "ObjIdx:670" "Starfires NPC Additions ver-1.13.esp"
  • Starfire's npc Additions - Fabulous Suran
    Spoiler:  
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    Description:
    - Move NPC that is stuck into a new mushroom tree

    Recipe:
    tes3cmd modify "Starfires NPC Additions ver-1.13.esp" --type CELL --exact-id "suran (6, -7)" --run "\$R->set({i=>[16], f=>'X'}, '54077.2'), \$R->set({i=>[16], f=>'Y'}, '-51038.9'), \$R->set({i=>[16], f=>'Z'}, '187.3')"
  • Starfire's npc Additions - Izi forts - All in one - Wolverine Hall
    Spoiler:  
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    Description:
    - Move 2 NPCs because walls moved a bit

    Recipe:
    tes3cmd modify --type CELL --exact-id "Wolverine Hall (18, 3)" --sub-match "Name:SF_knight_IMP" --run "\$R->set({i=>[22],f=>'Y'}, '29464.623')" "Starfires NPC Additions ver-1.13.esp"
    tes3cmd modify --type CELL --exact-id "Wolverine Hall (18, 3)" --sub-match "Name:SF_warrior_IMP" --run "\$R->set({i=>[31],f=>'Y'}, '28590.305'), \$R->set({i=>[31],f=>'Z'}, '619.636')" "Starfires NPC Additions ver-1.13.esp"
  • Starfire's npc Additions - More Detailed Places - Gnaar Mok
    Spoiler:  
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    Description:
    - Move 1 NPC stuck in the rock

    Recipe:
    tes3cmd modify "Starfires NPC Additions ver-1.13.esp" --type CELL --exact-id "gnaar mok (-8, 3)" --run "\$R->set({i=>[19], f=>'X'}, '-60546.6'), \$R->set({i=>[19], f=>'Y'}, '28034.4'), \$R->set({i=>[19], f=>'Z'}, '337.5'), \$R->set({i=>[19], f=>'Z_Angle'}, '3')"
  • Starfire's npc Additions - OAAB Tel Mora
    Spoiler:  
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    Description:
    - OAAB Tel Mora moved "land" a bit, so almost all SF NPCs are swimming in the water
    - I've decided to simply remove them, as they are not that needed in OAAB Tel Mora

    Recipe:
    tes3cmd delete --type cell --exact-id "tel mora (13, 14)" "Starfires NPC Additions ver-1.13.esp"
  • Starfire's npc Additions - ReadMe - Library of Vivec Overhaul
    Spoiler:  
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    Description:
    - Move 1 NPC standing on the same spot as another one

    Recipe:
    tes3cmd modify --type CELL --exact-id "Vivec, Library of Vivec" --run "\$R->set({i=>[6], t=>'DATA', f=>'X'}, '-50'), \$R->set({i=>[6], t=>'DATA', f=>'Y'}, '620'), \$R->set({i=>[6], t=>'DATA', f=>'Z_Angle'}, '4.5')" "Starfires NPC Additions ver-1.13.esp"
  • Starfire's npc Additions - Reduce some NPCs chance to appear
    Spoiler:  
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    Description:
    - Leveled lists that spawn NPCs have "Chance_None" value. Chance_None=40 means 60% chance to appear (100% - 40%)
    - I've found quantities of few NPCs too high for my liking, so they were reduced several times
    - I.e. sf_fence chance_none 40 -> 95 = 60% -> 5% (12 times decrease)

    Some "chance_none" values for categories that you'd probably want to change:
    40 sf_nightblade
    40 sf_rogue
    50 sf_thief
    60 sf_fence
    90 sf_moragtong
    95 sf_darkbro
    98 sf_vampire

    Recipe:
    ./t modify --type LEVC --match "sf_fence" --run "\$R->set({t=>'NNAM', f=>'Chance_None'}, '95')" "Starfires NPC Additions ver-1.13.esp"
    ./t modify --type LEVC --match "sf_thief" --run "\$R->set({t=>'NNAM', f=>'Chance_None'}, '80')" "Starfires NPC Additions ver-1.13.esp"
    ./t modify --type LEVC --match "sf_rogue" --run "\$R->set({t=>'NNAM', f=>'Chance_None'}, '70')" "Starfires NPC Additions ver-1.13.esp"
    ./t modify --type LEVC --match "sf_nightblade" --run "\$R->set({t=>'NNAM', f=>'Chance_None'}, '70')" "Starfires NPC Additions ver-1.13.esp"
  • Tamriel Rebuilt - Fix TR_m1_NPC scripts in plugins created for TR before v22.11
    Spoiler:  
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    Description:
    - Some NPCs in TR used to have "TR_m1_NPC" scripts, which were renamed in v22.11
    - Plugins not yet updated for v22.11 may cause errors with NPC behaviour and dialogues when those legacy scripts were used
    - Simply replace references to legacy scripts with their new counterparts
    - First identify if you have a problem(0) at all
    - Either do it for all the plugins(1) or few selected(2)

    Recipe(0):
    tes3cmd dump "*.{esp,ESP,esm,ESM,omwaddon}" --match "script:tr_m1_npc(\n|_NoLore\n)" --list

    Recipe(1):
    tes3cmd modify "*.{esp,ESP,esm,ESM,omwaddon}" --type NPC_ --match "Script:TR_m1_NPC\n" --replace "/TR_m1_NPC/T_ScNpc_Mw_Map1/"
    tes3cmd modify "*.{esp,ESP,esm,ESM,omwaddon}" --type NPC_ --match "Script:TR_m1_NPC_NoLore\n" --replace "/TR_m1_NPC/T_ScNpc_Mw_Map1NoLore/"

    Recipe(2):
    tes3cmd modify --type NPC_ --match "Script:TR_m1_NPC\n" --replace "/TR_m1_NPC/T_ScNpc_Mw_Map1/" "abotBoatsTR2101.esp" "abotSiltStridersTR2101.esp" "CultSheog-TR1912.esp" "SadrithMoraExpandedTR.esp"
    tes3cmd modify --type NPC_ --match "Script:TR_m1_NPC_NoLore\n" --replace "/TR_m1_NPC_NoLore/T_ScNpc_Mw_Map1NoLore/" "abotBoatsTR2101.esp" "abotSiltStridersTR2101.esp" "CultSheog-TR1912.esp" "SadrithMoraExpandedTR.esp"
  • The Lamp - Remove "dangerous" Who's there, remove conflicts and errors
    Spoiler:  
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    Description:
    - Remove "dangerous" "Who's there" dialogue
    - Remove "dirty edit" Clannfear records that creates conflicts
    - Remove partially broken Faction records that are messed up and also are unneeded conflicts
    - Remove 2 broken not used scripts
    - Replace 2 completely unbalanced weapons

    Recipe:
    tes3cmd delete "The Lamp.esp" --type INFO --exact-id "1215227585220936854"
    tes3cmd delete "The Lamp.esp" --type CREA --exact-id "clannfear"
    tes3cmd delete "The Lamp.esp" --type FACT --exact-id "redoran"
    tes3cmd delete "The Lamp.esp" --type FACT --exact-id "camonna tong"
    tes3cmd delete "The Lamp.esp" --type SCPT --exact-id "ct_lmp_weaverdescendlibraryscrip"
    tes3cmd delete "The Lamp.esp" --type SCPT --exact-id "ct_lmp_disableafterspeech_script"
    # replace completely unbalanced weapons
    tes3cmd delete "The Lamp.esp" --type weap --exact-id "ct_lmp_poisendagger" --exact-id "ct_lmp_moragdagger"
    tes3cmd dump "Morrowind.esm" --raw "The Lamp.esp" --type weap --exact-id "dire viperblade" --exact-id "wild viperblade"
    tes3cmd modify "The Lamp.esp" --type weap --exact-id "wild viperblade" --run "\$R->set({t=>'NAME', f=>'ID'}, 'ct_lmp_MoragDagger')"
    tes3cmd modify "The Lamp.esp" --type weap --exact-id "dire viperblade" --run "\$R->set({t=>'NAME', f=>'ID'}, 'ct_lmp_poisendagger')"
  • The Telvanni Ward Keepers - Remove "dangerous" Who's there, note on load order
    Spoiler:  
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    Description:
    - Remove "dangerous" "Who's there" dialogue

    Recipe:
    tes3cmd delete --type info --exact-id "1215227585220936854" "TelvanniWards.ESP"

    Note:
    There is small conflict with Imperial Legion Expansion, so place Telvanni Ward before Imperial Legion Expansion
  • Trackless Grazeland - Remove unneeded dependency(RP now provides fixed plugin)
    Spoiler:  
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    Description:
    - Remove unneeded dependency

    Recipe:
    tes3cmd modify --type TES3 --run "\$R->delete({i=>[3,4]})" "Trackless Grazeland.ESP"
  • Vampire Clans - Clutter Monkey Overhaul - Mines and Caverns
    Spoiler:  
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    Description:
    - Ashmelech is modified by both mods. MC makes it lived (furniture etc), VCCMO makes it more rocky. Changes of one of these mods should be deleted. I've chosen MC style.

    Recipe:
    tes3cmd delete --type CELL --exact-id "ashmelech" "Vampire Clans - Clutter Monkey Overhaul.ESP"
  • Wanderers of Solstheim-TOTSP - Patch for Purists
    Spoiler:  
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    Description:
    - Wanderers of Solstheim removes belladonna from "random_belladonna_spriggan" leveled list for reason unknown
    - The easiest way to revert these changes is remove newly added list

    Recipe:
    tes3cmd delete --type levi --exact-id "random_belladonna_spriggan" "Wanderers of Solstheim-TOTSP.ESP"
  • Weapons Expansion Project - There Can Be Only One
    Spoiler:  
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    Description:
    - Delete 3 newly added daedric weapons from "random excellent melee weapon" leveled list
    - "_WE_Daedric broadsword", "_WE_Daedric halberd", "_WE_Daedric saber"

    Recipe:
    tes3cmd modify --type LEVI --exact-id "random excellent melee weapon" "Weapons Expansion Morrowind.esp" --run "\$R->delete({i=>[-6..-1]}), \$R->set({t=>'INDX', f=>'Item_count'}, '70')"
  • Yet Another Guard Diversity - Caldera Mine Expanded
    Spoiler:  
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    Description:
    - Delete cell changes to remove conflict

    Recipe:
    tes3cmd delete --type CELL --exact-id "caldera mine" "Yet Another Guard Diversity - Purist.ESP"

  • "Old" DIY Recipes(either I've made "proper" patch for that or no longer use one of those mods):

  • Animated_Morrowind - merged (or patched for OpenMW) - Mines and Caverns
    Spoiler:  
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    Description:
    - Removes few cells and NPCs from Animated Morrowind - merged (AM II part) for compatibility with Mines and Caverns

    Recipe:
    tes3cmd delete --exact-id="abaelun mine" --exact-id="caldera mine" --exact-id="dissapla mine" --exact-id="dunirai caverns" --exact-id="elith-pal mine" --exact-id="halit mine" --exact-id="sudanit mine" --exact-id="yakanalit" --exact-id="yanemus mine" --exact-id="yassu mine" --exact-id="am_miner1" --exact-id="am_miner10" --exact-id="am_miner11" --exact-id="am_miner2" --exact-id="am_miner3" --exact-id="am_miner4" --exact-id="am_miner5" --exact-id="am_miner6" --exact-id="am_miner7" --exact-id="am_miner8" --exact-id="am_miner9" "Animated_Morrowind - merged.esp"
  • Animated_Morrowind - merged - Solstheim Tomb of the Snow Prince
    Spoiler:  
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    Description:
    - Remove NPCs swimming in the sea at previous Fort Frostmoth spot

    Recipe:
    tes3cmd delete --type CELL --exact-id "fort frostmoth (-22, 16)" "Animated_Morrowind - merged.esp"
  • Animated_Morrowind - merged - The Merchants of Sadrith Mora
    Spoiler:  
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    Description:
    - Two NPCs in one spot stuck into each other in Dirty Muriel's Cornerclub

    Recipe:
    tes3cmd delete --type CELL --exact-id "sadrith mora, dirty muriel's cornerclub" --instance-no-match "Name:AM_EaterNight08" "Animated_Morrowind - merged.esp"
  • Book Rotate - Tamriel Rebuilt Patch - Restore chest (fix conflict with Immersive Seyda Neen)
    Spoiler:  
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    Description:
    - Restore chest state.
    - Book Rotate - Tamriel Rebuilt Patch placed all TR books into com_chest_01, which is used at least in TR and Immersive Seyda Neen.
    - It breaks immersion when you find a hundred of books in many chests.

    Recipe:
    tes3cmd delete --type CONT --exact-id "com_chest_01" "Book Rotate - Tamriel Rebuilt Patch.ESP"
  • Census and Excise Office Faction - BTB's Game Improvements - Necro Edit
    Spoiler:  
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    Description:
    - BTBGI changed prices for some ingredients so I had to sligtly modify "Census and Excise Office Faction" too for consistency.
    - Set reward for bringing in Moon Sugar to half the BTBGI's price
    - Set reward for bringing in Raw Ebony to 2/3 the BTBGI's price(makes more sense with weight increased in BTBGI)

    Recipe:
    tes3cmd modify "Census_and_Excise_Office_Faction.ESP" --type INFO --match "sugar" --replace "/gold_001\" 50/gold_001\" 25/"
    tes3cmd modify "Census_and_Excise_Office_Faction.ESP" --type INFO --match "ebony" --replace "/gold_001\" 200/gold_001\" 100/"
    tes3cmd modify "Census_and_Excise_Office_Faction.ESP" --type BOOK --match "censu" --replace "/We give 50 gold for a portion of Moon Sugar, 200 gold for a piece of Raw Ebony,/We give 25 gold for a portion of Moon Sugar, 100 gold for a piece of Raw Ebony,/"
  • Census and Excise Office Faction - To Serve Sithis
    Spoiler:  
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    Description:
    - Disable Erval's quest for compatibility with "To Serve Sithis"

    Recipe:
    tes3cmd modify "Census_and_Excise_Office_Faction.ESP" --type INFO --exact-id "6576171172864313710" --replace "/100/110/"
    tes3cmd modify "Census_and_Excise_Office_Faction.ESP" --type INFO --exact-id "326171798016810591" --replace "/AAA_Erval/AAA_Legion/"
  • Chalk - Ebonheart Imperial Chapel Redo
    Spoiler:  
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    Description:
    - Small chest in an inappropriate place in ebonheart chapel due to changed room

    Recipe:
    tes3cmd delete "Chalk30-Base.esp" --type CELL --exact-id "ebonheart, imperial chapels"
  • Chalk - URH - Khuul
    Spoiler:  
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    Description:
    - Many small items hang in the air due to slighly changed interior

    Recipe:
    tes3cmd delete "Chalk30-Base.esp" --type CELL --exact-id "khuul, thongar's tradehouse"
  • Correspondances of Morrowind - Balmora Guilds Expanded
    Spoiler:  
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    Description:
    - Note levitate in the air due to moved table in Guild of Mages

    Recipe:
    tes3cmd modify --type CELL --exact-id "balmora, guild of mages" --run "\$R->set({i=>[11], t=>'DATA', f=>'X'}, '-174.086'), \$R->set({i=>[11], t=>'DATA', f=>'Y'}, '-766.964'), \$R->set({i=>[11], t=>'DATA', f=>'Z'}, '-704.581')" "Correspondances_of_Morrowind.esp"
  • Detailed Dungeons(Mines and Caverns-DD) - Multiple mods
    Spoiler:  
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    Description:
    - Detailed dungeons touches a lot of dungeons. It's better, though not stricty required, to remove it's changes if you use mod that touch those places too.
    - Aleft(Dwemer Rebirth Project)
    - Arkngthand(Better Dwemer Interiors)
    - Cavern of the Incarnate(by Ivolga or Kindi's version)
    - Ilunibi(New Ilunibi)

    Recipe:
    tes3cmd delete "Clean_Detailed Dungeons.esp" --type CELL --exact-id "aleft"
    tes3cmd delete "Clean_Detailed Dungeons.esp" --type CELL --exact-id "arkngthand, deep ore passage" --exact-id "arkngthand, hall of centrifuge"
    tes3cmd delete "Clean_Detailed Dungeons.esp" --type CELL --exact-id "cavern of the incarnate"
    tes3cmd delete "Clean_Detailed Dungeons.esp" --type CELL --exact-id "ilunibi, soul's rattle"
  • Dwemer Rebirth Project - Rise of House Telvanni
    Spoiler:  
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    Description:
    - RoHT compatibility (remove Aleft changes)

    Recipe:
    tes3cmd delete --type CELL --exact-id "aleft" "DRPV1.9.ESP"
    tes3cmd delete --type PGRD --exact-id "aleft" "DRPV1.9.ESP"
    tes3cmd delete --type CELL --exact-id "bitter coast region (-7, 1)" "DRPV1.9.ESP"
  • Gentrified Balmora - Balmora Waterworks
    Spoiler:  
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    Description:
    - Delete streetlights to bring compatibility with Balmora Waterworks

    Recipe:
    tes3cmd delete --type cell --match "(-2, -1|-3, -3|-4, -2)" GentrifiedBalmora.ESP
    tes3cmd delete --type cell --instance-match "ex_hlaalu_pole_02" GentrifiedBalmora.ESP
    tes3cmd delete --type cell --instance-match "furn_de_lightpost_01" GentrifiedBalmora.ESP
    tes3cmd delete --type cell --instance-match "light_de_streetlight_01_223" GentrifiedBalmora.ESP
  • Fargoth's Mountain Hut - Hammock Fix
    Spoiler:  
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    Description:
    - Bed activator used in this mod conflicts with The Publicans https://www.nexusmods.com/morrowind/mods/45410

    Recipe:
    tes3cmd modify --exact-id "active_de_p_bed_28" --run "\$R->set({i=>[0], f=>'ID'}, 'dmb_active_de_p_bed_28')" "fargoths_mountain_hut.esp"
    tes3cmd modify --interior --sub-match "Name:active_de_p_bed_28" --run "\$R->set({i=>[177],f=>'Name'}, 'dmb_active_de_p_bed_28')" "fargoths_mountain_hut.esp"
  • Hircine's Quest - Update Masterfile(it was updated)
    Spoiler:  
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    Description:
    - Change .esp's header information for updated Solstheim - Tomb of the Snow Prince

    Recipe:
    tes3cmd modify --type TES3 --run '$R->set({i=>[9]}, "Solstheim Tomb of The Snow Prince.esm")' "HircineQuest_VSW.ESP"
    tes3cmd header --synchronize "HircineQuest_VSW.ESP"
  • JMK - Ayleid Remnants - OpenMW Mesh Fix
    Spoiler:  
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    Description:
    - Fix missing meshes on Ayleid ruins entrance
    - You'll notice that you have a problem if you see large yellow exclamation marks there

    Recipe:

    # Comment 1: Rename two meshes in Meshes directory from .obj extension to .nif

    AROuterDoobr.obj -> AROuterDoobr.nif
    ARBladeHolder.obj -> ARBladeHolder.nif

    # Comment 2: Tell plugin to use those renamed meshes

    tes3cmd modify --exact-id "jmkayreoutstndoor" --run '$R->set({i=>[1]}, "JMKAyRe\\AROuterDoor.nif")' "JMK - Ayleid Remnants.ESP"
    tes3cmd modify --exact-id "jmkayremtgbossyd" --run '$R->set({i=>[1]}, "JMKAyRe\\AROuterDoor.nif")' "JMK - Ayleid Remnants.ESP"
    tes3cmd modify --exact-id "jmkayrebladeholda" --run '$R->set({i=>[1]}, "JMKAyRe\\ARBladeHolder.nif")' "JMK - Ayleid Remnants.ESP"
  • Mines and Caverns - OAAB The Ashen Divide(edited plugin is provided by the author)
    Spoiler:  
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    Description:
    - The easiest way to remove conflict between 2 mods is to remove Mines and Caverns' changes to 2 cells

    Recipe:
    tes3cmd delete --type CELL --type PGRD --exact-id "zainsipilu" --exact-id "bitter coast region (-4, -7)" "Clean_Mines & Caverns.esp"
  • New Arenthia - Restore trader and texture fix
    Spoiler:  
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    Description:
    - Restore(fix) trader ability to barter
    - Fix wine texture by moving it to a path defined in a mesh

    Recipe:
    tes3cmd modify --type NPC_ --exact-id "JB_Darys" --run "\$R->set({t=>'AIDT', f=>'Services'}, '14239')" "New Arenthia 1.2.ESP"

    # Create following directory in Textures directory: Data Files\Textures\-NA-
    # Copy texture file WK_TX_NA_Wine.dds there, so the resulting path of texture file become:
    Textures\Data Files\Textures\-NA-\WK_TX_NA_Wine.dds
  • Odai river - Balmora Waterworks
    Spoiler:  
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    Description:
    - Delete all the changes in Balmora cells(mostly rocks in water) to bring compatibility with Balmora Waterworks

    Recipe:
    tes3cmd delete --type cell --match "balmora" "Odai river reborn 1.0.esp"
  • Odai river - Crude spout fix
    Spoiler:  
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    Description:
    - Delete spout in front of bridge (on the way from balmora to caldera) which looks messed up

    Recipe:
    tes3cmd delete --type CELL --exact-id "west gash region (-2, -1)" --instance-match "furn_moldcave_spout00" "Odai river reborn 1.0.esp"
  • Old Dwemer Books - Book Rotate v5.3
    Spoiler:  
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    Description:
    - Attach "Book Rotate - Tribunal" scripts to the books changed by Old Dwemer Books mod.

    Recipe:
    tes3cmd modify "Old_dwemer_books.esp" --exact-id "book_dwe_pipe00" --run "\$R->set({t=>'ITEX',f=>'Icon'}, 'm\\Tx_octavo_open_02.tga')"
    tes3cmd modify "Old_dwemer_books.esp" --exact-id "book_dwe_boom00" --run "\$R->append(BOOK::SCRI->new({'script', 'BROctavo_Boom00_open'}))"
    tes3cmd modify "Old_dwemer_books.esp" --exact-id "book_dwe_cogs00" --run "\$R->append(BOOK::SCRI->new({'script', 'BROctavo_06'}))"
    tes3cmd modify "Old_dwemer_books.esp" --exact-id "book_dwe_mach00" --run "\$R->append(BOOK::SCRI->new({'script', 'BROctavo'}))"
    tes3cmd modify "Old_dwemer_books.esp" --exact-id "book_dwe_metal_fab00" --run "\$R->append(BOOK::SCRI->new({'script', 'BROctavo_05'}))"
    tes3cmd modify "Old_dwemer_books.esp" --exact-id "book_dwe_pipe00" --run "\$R->append(BOOK::SCRI->new({'script', 'BROctavo_Pipe00_open'}))"
    tes3cmd modify "Old_dwemer_books.esp" --exact-id "book_dwe_power_con00" --run "\$R->append(BOOK::SCRI->new({'script', 'BRQuarto'}))"
    tes3cmd modify "Old_dwemer_books.esp" --exact-id "book_dwe_water00" --run "\$R->append(BOOK::SCRI->new({'script', 'BROctavo'}))"
  • Ports Of Vvardenfell(or my replacement patch) - The Strider's Nest - Companions and Quests
    Spoiler:  
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    Description:
    - Streetlights from POV are redundant when used with The Strider's Nest
    - Simply remove those from POV

    Recipe:
    tes3cmd delete "Ports Of Vvardenfell V1.6 - Aggressively Compatible.esp" --type CELL --exact-id "balmora (-3, -3)" --instance-match "light_de_streetlight_01_223|furn_de_lightpost_01"
  • True Lights and Darkness - Necro Edit - New Ilunibi
    Spoiler:  
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    Description:
    - New Ilunibi adds water to one of locations. TLAD has no "has water" flag for that cell, so there will not be water where it should be
    - You may simply place New Ilunibi lower than TLAD in load order
    - I've decided to keep TLAD changes for most Ilunibi locations and had to add the flag

    Recipe:
    tes3cmd modify "TLAD Full - Still - Necro Colors.esp" --type CELL --exact-id "ilunibi, Marowak's Spine" --run "\$R->set({i=>[1], f=>'Flags'}, '3')"


Advanced DIY Recipes:
Spoiler:  
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  • Change item's chance to appear in Wares aware mods
    Spoiler:  
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    Description:
    - Sometimes you'd want to change item's chance to appear or modify item's availability at different traders
    - Keep in mind that you need to increase Chance_None to decrease chance of item to appear(inversely propotional)

    Example 1:
    I want to decrease chance of Scarves
    Recipe:
    tes3cmd modify --type LEVI --exact-id "aa_scarves_all" --run "\$R->set({t=>'NNAM', f=>'Chance_None'}, '95')" "ManyClothHelms.ESP"

    Example 2:
    I don't want smiths to sell Scarves
    Recipe:
    tes3cmd delete --type LEVI --exact-id "aa_trader_armour" "ManyClothHelms.ESP"

    Example 3:
    I want to make Olaf's Cloaks a bit more rare
    Recipe:
    tes3cmd modify --type LEVI --exact-id "aa_olaf_cloaks" --run "\$R->set({t=>'NNAM', f=>'Chance_None'}, '50')" "Olafs Cloaks and Hoods.ESP"
  • Customization of abot's deleveler
    Spoiler:  
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    Abot's deleveler is brilliant and may be customized for your needs.

    For example if you only want to delevel only few specific mods instead of the whole load order just modify line 10:
    L10:
    for my $plugin (reverse $T3->load_order) {
    ->
    for my $plugin (reverse ("Morrowind.esm", "RP_Bandits.esp", "multipatch.esp")) {

    My example:
    1. I want to delevel Creature Leveled Lists and don't touch Item Leveled Lists(LEVI)
    2. I don't want to delevel Bloodmoon(bm_) or Starfire's NPC(sf_) leveled lists
    3. I want to delevel most creatures(level 1-20 lists) to random number(1/2 delevel on average)
    4. Creatures level 20+ should appear randomly earlier, but after level 10 because I don't want to meet Ascended Sleepers(23) at level 1.
    4a. 4 + don't touch blighted creatures, otherwise Blight Progression in game breaks a bit

    1. I only want to delevel creature lists and don't touch Item Leveled Lists(LEVI)
    L14:
    next unless ( ($type eq 'LEVC') or ($type eq 'LEVI') );
    ->
    next unless ($type eq 'LEVC');

    2. I don't want to delevel Bloodmoon(bm_) or Starfire's NPC(sf_) leveled lists
    L16:
    next if exists $done{$id};
    ->
    next if exists $done{$id}; next if (($id =~ /bm_.*/) or ($id =~ /sf_.*/));

    3. I want to delevel level 1-20 lists to random number from 1 to 20
    4. Creatures level 20+ should appear a bit later in game(don't want to meet Ascended Sleepers at level 1)
    L26:
    $tsr->{level} = 1;
    ->
    my $random_number;
    if ($level <= 20) {$random_number = int(rand($level)) + 1;}
    elsif ($level <=30) {$random_number = int(rand($level - 10)) + 11;}
    elsif ($level <=40) {$random_number = int(rand($level - 15)) + 16;}
    else {$random_number = int(rand($level - 20)) + 21;};
    $tsr->{level} = $random_number;

    4.a. 4 + don't touch blighted creatures, otherwise Blight Progression in game breaks a bit
    L26:
    $tsr->{level} = 1;
    ->
    my $random_number;
    if ($element_id =~ /.*blighted/) {$random_number = $level;}
    elsif ($level <= 20) {$random_number = int(rand($level)) + 1;}
    elsif ($level <=30) {$random_number = int(rand($level - 10)) + 11;}
    elsif ($level <=40) {$random_number = int(rand($level - 15)) + 16;}
    else {$random_number = int(rand($level - 20)) + 21;};
    $tsr->{level} = $random_number;
  • Enable "modify --replace" in tes3cmd 0.40
    Spoiler:  
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    Description:
    - "modify --replace" is broken in 0.40. Actually replace works, it's regexp validation that is broken.

    Comment lines 8665-8667 of tes3cmd to disable exit on validation error. Now "--replace" works, just make sure to pass correct regexps ;-)
  • Make grass "sparser" in grass plugin
    Spoiler:  
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    Description:
    - Sometimes you may want to make grass sparser in specific plugin(region) in addition to global configuration options

    Recipe:
    # Grass "objects" are listed in plugin with numbers assigned in a row starting from 0.
    # This will tell tes3cmd to remove all the grass with numbers ending with 0 or 5.
    # It's effectively 20% reduction (same as you'd change "density=1.0" to "density=0.8" in settings.cfg), but only for specific plugin
    tes3cmd delete --instance-match "ObjIdx:[0-9]*[05] " Grass_Plugin.ESP
    # Almost the same as previous, but removes 60% of grass (everything ending with 0, 1, 3, 5, 6, 8).
    tes3cmd delete --instance-match "ObjIdx:[0-9]*[013568] " Grass_Plugin.ESP
  • Texture resize/optimize imagemagick examples
    Spoiler:  
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    Description:
    - To optimize check Simple Linux Texture Optimize Script
    - Atlas generator with imagemagick examples AtlAd BATs
    - To resize 1 texture: convert "texture_name.dds" -resize 50% "texture_name.dds"
    - To resize multiple textures modify linked optimize script or use any other loop technique. I prefer fd:
    # show information about all textures in directory
    fd -x convert "{}" info:
    # resize all texures larger than 20M to 1/8 of their size
    fd -S +20M -x convert "{}" -resize 12.5% "{}"

My other projects:
  • BTBGIsation - BTBGI balance changes for Project Tamriel and other mods.
  • Jobasha - TES3 leveled list merging and deleveling tool. Jobasha will perfectly organize all your lists in his library.
  • Habasi - TES3 plugin merging and utility tool. Habasi will steal your precious plugins and stash them.