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About this mod

Transform the bleak landscapes of Vvardenfell in into lush, green forested areas.

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Forested Morrowind v2

Set in alternate Vvardenfell where the Blight, carried by the noxious volcano ashes affects plants and vegetable much less than humanoids and animals.

No more bleak wastelands, lava-rocks, and ash covered terrain. Now there are ancient forests and trees as far as the eye can see.

However, the Blight torment the land and its noxious ashes stain the island making life hard everywhere, but in the hospitable west and south.

Dozen of dialogue lines and books has been altered to reflect the new history.

“Why the northeastern forests are called ‘The Ashlands?’
I guess for an outlander like you it may sounds very confusing. The area got its name during the Second Era. A gigantic eruption leveled the area, killed almost everything, and covered it by ash. It happened centuries ago, but the Ashlanders remember the devastation like it happened yesterday; they still call the ravines ‘fire-rivers.’ It is not craziness we all know that the mountain can awake any moment.”

There is also an alternate version that does not touch the barren regions of the island and makes no lore changes.

In addition, Forested Morrowind v2 integrates More Detailed Places (MDP).
Here is MDP original description: MDP makes Vvardenfells settlements more detailed, atmospheric and believable by filling empty areas with vegetation, clutter and container objects, adding only a small amount of new buildings and NPCs with the aim to improve the overall game experience. It also refines the terrain and texturing in some places to achieve a more beautiful environment.

More details

The following regions in Vvardenfell were altered (the regions with the star ★ are untouched in the lore-friendly version):

  • The Ashlands★: an enormous dense forest with a dense underbrush was added to the northern Ashlands, north of the Red Mountain. Other areas of the Ashlands were also forested or had a considerable number of trees added to them.
  • The Molag Amur★: hundreds of very tall and large trees were added to the Molag Amur, some in groups and others in spots here and there. The underbush and the tree model selection gives the area an ancient but dry feeling.
  • The Grazelands: many magical-looking and weird trees were added all across the area over a flowery groundcover. The trees have been kept distant so the area does not feel like a forest, but more like a magical wood.
  • The Western Gash: several hundred trees were placed in this region as well, although an attempt was made to not overly forest this area.
  • The Red Mountain★: hundreds of heavy-looking trees with red leaves were added in the tight passages of the Red Mountain. Powerful and ancient trees capable to survive the blight.
  • The Sheogorad and the Azura Coast: the area was left 'as is' because most of the giant toadstools were eliminated from other areas of Vvardenfell. This makes the Sheogorad appear to be that much more alien and magical in comparison to the rest of the island, which is appropriate given that the Telvanni, and their giant mushroom towers, are located in those regions.
  • Ascadian Isles: the giant toadstools were replaced with trees and the tree models are now leafier and larger than vanilla. The area is greener and feels more complete. However, no forests were constructed in the Ascadian Isles because this is the 'settled' part of Vvardenfell. Foresting this region would make little sense given that much of it is cultivated or urbanized.
  • The Bitter Coast: several large trees were added in the Bitter Coast making it much more swampy and overgrown, even if now the whole island is plenty of trees the Bitter Coast keeps its unique feeling. The Bitter Coast mod is from Vality and Connary and are two options: one uses Vality original trees, the other uses Vurt's trees. Vality trees are bigger, darker, and you can almost feel the wetness. Vurt trees are taller, let more light pass, and are of higher quality. If you like a more verisimilar approach I'd suggest to use the Vality mod by itself, instead if you like a more overgrown and fantasy-like region use Vurt trees and you can put Melchior trees on top: Graht Morrowind Swamp Trees.

How to use

The contents are put in different directory for ease of organization. You should not use two directories content at the same time if the name starts with the same prefix number.

00 Core: base shared files.
01 Core esp: puts the trees in the whole island, but the Bitter Coast.
01 Core lore friendly esp: alternative to the previous, the barren parts of the island are untouched.
02 Bitter Coast Vality Trees: makes the Bitter Coast more swampy and overgrown using Vality trees, that are darker and bigger.
02 Bitter Coast Vurt Trees: alternative with Vurt trees, that are taller and higher quality.
03 Groundcover Core: shared files for ground covers.
04 Groundcover esp: groundcover for the island, meant to be used with Forested Morrowind.
04 Groundcover lore friendly esp: alternate groundcovers meant to be used with the lore friendly version.
05 Vivec Wood: optional, makes Vivec-styled building made of wood.
06 Redoran Wood: optional, makes Redoran huts made of wood.
07 Imperial Wood: optional, makes Imperial castles made of wood.

You should use 1, 2, and 3. Use 4 if you want groundcovers. 5, 6, and 7 are optional, use them if you like the new aspect. Unfortunately some textures are kinda low res.

About groundcovers esp files: with MGE XE you need generate distant land with the esp files activated, but DO NOT activate the esps in the main game; with OpenMW instead ensure the groundcover function is enabled in the setting file and add the esp files as "groundcover" instead of "content" in the configuration file.

An ashland texture is also used in the ashpits, so in Forested Morrowind are are mix of ash and grass. The separate file pit toadstools.esp puts toadstools in the ashpits, making them look like fungiculture trays. It makes believe that Morrowind people grows mushrooms in a mix of leaves and ashes of their ancestors...

The esp is separated because you may want to use an ashpit replacer.
E.g.: Dunmers ashpits

The esp file in 04 Groundcover esp covers the Ashland and Molag Amur regions that, being very different from the normal Morrowind, need specific groundcovers. The other esp files cover the rest of the island, you can use other groundcovers if you prefer. But I, as maintainer of Forested Morrowind, support the included ones.

Extra suggested mods

Better trees for the areas not covered by Forested Morrowind:
Vurts Solstheim Tree Replacer.
Vurt's Mournhold Trees (part one) and part two.
Solstheim has already a pine forest, and Mournhold being a city has no space for new trees.

Humongous trees for the Bitter Coast, you may want this mod if are using Vurt trees in the region and like fantasy overgrown forests:
Graht Morrowind Swamp Trees
You need only the 00 Core directory for this mod, because the included Vality mod has no land edits.

More colorful wood:
Swiveller's Structures: Cabins and Docks.

Extra mods for immersion:
Cait's Critters Unleashed.
Colorful Toadstools.
Different Sky Colors for Morrowind.


Max for doing a great deal of the work placing thousands of trees in the original Forested Morrowind mod.

Degor, Ragox, and Zaldir for More Detailed Places.

The tree models are from (in alphabetical order) Dongle, Dracus, Jdooby, Malik of Kaih, Melchior, N'dib, Remiros, and Vurt. The eucalyptus deglupta bark texture has been made by XeroFoxx especially for this mod. XeroFoxx also helped to tweak textures. See: dongle treehouse, Dracus (FZ), Jdooby (JW), and N'dib (ndib) trees, Malik of Kaih, Melchior, Remiros, and Vurt.

The Treant creature is from Demon Xen.

XeroFoxx made the eucalyptus deglupta bark texture and the rings textures for the Molag Amur unique tree.

Redoran Walnut Wood and Wooden Vivec are from Pekka. See: Redoran, Vivec.

The Wood Imperial Castles are from breton187.

Brash Endeavours did the forest sounds that are now played in the Molag Amur and Ashland regions. The sounds are available in the Morrowind4Kids exotic trees resource.

Ozzy, Remiros, and Vurt also did most of the ground cover textures and models.

Mr. Swiveller made some of the high resolution textures. See: Ashlands (Green Version) and Swiveller's Allsorts.

The missing textures come from the The Morrowind Visual Pack and from a specialized website.

The Connary-Vality Bitter Coast Addon is from Connary and Vality. Connary made most of the textures, Vality did the trees, few textures, and placed the huge trees all around the Bitter Coast. RandomPal took Vality work and adapted it to use Vurt trees.

Greatness7 authored tes3conv a tool that makes editing so much easier.


In most new versions at least few trees got moved to look better or to avoid clipping issues. So the log will contain only notable cases.

v2.1, make small changes to few statics to be compatible with Cait's Critters Unleashed, removed from ugly grass from Balmora.
v2.0, re-package so the mod works with MO2, add the missing Treant meshes, add the missing grass on Dunmer strongholds sandpits.
v2, re-organize the mod in a wrye bash friendly and more logical way, include More Detailed Places 2016, reskin the dead trees, put Ozzy grass adapted for MDP.
v1.11.3.2, put toadstools in the leaves-and-ashes pits.
v1.10.3.2, add few grass blades on the elven strongholds pits, fix the daedric bracer green texture, add size randomness to many trees, patch the lore.
2021.05.15 (no version change), add a lore-friendly variant with the barren regions of Ashlands, Red Mountain, and Molag Amur untouched.
v1.9.2.1, fix a texture name in the Ashlands groundcover file.
v1.9.1.1, change the versioning, (three integers: a number for the main mod, one for the Ashlands ground covers, and one for the other regions groundcovers), straighten Mallorn trees, fix many red wonky trees to look better, add a unique tree in the Molag Amur area.
v1.8, add groundcover to the whole island; add a texture to make the grazeland trackless; using a program inspired by abitoftaste rotate a bit many trees.
v1.7, improve the positions of many trees all around the island.
v1.6, the mod does not change base objects anymore, so it won't influence untouched cells, or other mods, using point rocks, steam volcanoes, or harsh looking flora models; put back many instances of dead trees and rocks; add few trees in the Caldera Mine valley for it was bare; add a unique tree in the Grazeland.
v1.5, remove all the land and texture edits for they were unintended, a simple change that should make the mod more compatible; change a green rock texture to a heavy moss, the texture is used both for rocks and for ground and it was weird to see trees growning out of rock.
v1.4, fix many trees in the Red Mountain and the Molag Amur region; put live trees inside the Maar Gan shrine and few Ald-ruhn interiors.
v1.3, remake interior cells.
v1.2, fix a couple of floating trees in the Erabenimsun Camp.
v1.1, put the properly clean .esp file in the archive.
v1, fix a tree model that was referring to the wrong texture names.
v0, initial release. See the acknowledgments section to understand on what the work is based.