File information
Created by
Billyfighter and the Airship TeamUploaded by
BillyfighterVirus scan
About this mod
The ultimate verticality mod! Aetherwind introduces several floating islands in many different regions. Suspended by the mysterious Aetherveil, a force of energy different factions wish to preserve or reshape for their own ambitions. Explore several new floating islands on new flyable airships. OpenMW Required.
- Requirements
- Permissions and credits

by Billyfighter
and The Airship Team:
SkyHas2Cats, Safebox, Katya
Beta 0.1 Notice:
This is an early release of Aetherwind, only the first quest from each questline is in this version. The airship collision doesn't work properly, but Safebox has made minor improvements so they don't go underwater. Eventually, we hope to get collision working properly, and new features such as retractable ladders for the Air Cutter. There's also an MWSE version planned. Originally Safebox attempted a version using the Dwemer Cycle code, but it was too laggy. There will be updates to the questlines throughout Modathon though. Right now everything still works in vanilla Morrowind besides the Airships, if you wish to check it out without OpenMW.
An indirect sequel to Aether Pirate's Discovery (not required).
Description:
The ultimate verticality mod! Aetherwind introduces several floating islands in many different regions. Suspended by the mysterious Aetherveil, a force of energy different factions wish to preserve or reshape for their own ambitions. Explore several new islands and dungeons within, throughout Vvardenfell and Solstheim, and shape the fate of the Aetherveil in two different questlines.
One questline requires playing "Aether Pirate's Discovery" first. Must have version 1.3 or higher. It's not required for this mod, but this acts as a direct sequel to it. Otherwise, you can play the other questline with or without that mod. After finishing Aether Pirate's Discovery, wait a few days and leave Tel Fyr, the ship will leave and appear in the new location for Aetherwind.
The default questline starts at Fort Aeromoth, which is just west of Ebonheart. There is an Imperial Dragon Rider south just outside of Ebonheart who will fly you there.
The Aether Pirate questline starts in the Stone Isles, far north of Tel Mora. You will be sent here at the beginning of the default questline, where you will quickly be able to choose who you will decide to side with. Again, without finishing Aether Pirate's Discovery, you cannot start this questline.
Requirements:
OpenMW (0.49 or higher)
OAAB Data (2.5.0 used)
Graht Morrowind Swamp Trees (Must install files, don't need ESP on.)
Aether Pirate's Discovery mod is not required, but completing it beforehand will open up a new questline. Requires v1.3 or higher.
Features:
-Several new islands and dungeons throughout Vvardenfell and Solstheim.
-Three flyable airships, based on Sky's airship scripts. (Two are a copy from the original mod, decorated by Katya.)
-Two different questlines, one requiring "Aether Pirate's Discovery".
-Two new books: "Goose" and "Ashen Heart".
-A new Imperial Legion location, Fort Aeromoth.
-A new air pirate location, Cloudcutter Cove.
-Miscellaneous sidequests, bringing you to Lyg and beyond!
The Airship Team:
-Original airship scripts by SkyHas2Cats.
-Lua scripts reworked by Billyfighter (added third ship, made compatible with Sky's other mod at the same time).
-Lua script improvements by Safebox (collision reworks).
-Airship interiors decorated by Katya.
Notes by the Author:
This is my last Morrowind mod for a long time! I'm thinking I may take a break for a few years. I may do Madness for 2025, but that's it! There's also no guarantee I will finish this mod. I am not sure if people will like this or think it's trash for not being lore friendly, even though there are lore friendly elements to it. But besides that, I have a lot going on right now in real life and I have a large game dev project (Dreamspring) that is starting to get more attention than my Morrowind mods.
However, even if I'm not releasing "mods" I still have a personal "Total Conversion" project I've been working on when I don't feel like working on game dev. I don't like to announce things unless they are near completion, and again there is no guarantee on a release. I've tried to get some people on board, but not many people are willing to collaborate on this. It may just remain as a personal project.
I'll never be done with Morrowind though, I just plan on moving focus away from any releases for a while. Many of my mods will still get updates and fixes as needed.