Mod Makers Tools for Morrowind

Opened March 24, 2006

Mythic Mods  >>   bjam's Toolbox  >>   Mod Makers Tool List   |     |   Mod Forum

This is intended to be a comprehensive list of links to tools, utilities and technical information used primarily by the Morrowind mod maker. Tools that have general usage for both mod makers and users are listed at the Morrowind Mod User Tool List. Links to maps and lore and other TESIII research material have been consolidated in the Reference section. Construction is ongoing and feedback would be appreciated.

Contents:

This list encompasses a significant number of subjects and links. You will therefore encounter Content Menus for each main section heading, with increasing levels of detail as you descend the page.

Mesh:
 
Texture:
 
The Elder Scrolls Construction Set (TESCS):
 
Elder Scrolls Plug-in (ESP) Files:
  • General:

  • Cleaning:

    • The Elder Scrolls Advanced Mod Editor (TESAME) @ Planet Elder Scrolls or Thelys
      This tool allows you to clean mods by removing/cutting/pasting elements (unwanted entries) in your ESP files, merging mods in a new one and exporting part of a mod under ESD (Elder Scrolls Data) format. Very useful.
    • The Elder Scrolls Tool (TESTool) @ Planet Elder Scrolls or Thelys or Ghostwheel's Website
      TESTool Documentation
      This is a helper utility for the The Elder Scrolls: Morrowind game. It can perform following functions:
      * Remove unnecessary data from ESM/ESP files (including GMST entries), significantly reducing number of conflicts between different mods.
      * Merge leveled lists for all active plugins, eliminating leveled list conflicts (this function was intended to replace Horatio's Leveled List Merger).
      * Merge changes done to the various TES objects and dialog entries.
      * Generate detailed conflict report for the given list of plugins.
      * Manage list of currently active plugins with possibility to update ESP file header (version and master file sizes) and to change plugin loading order.
      * One-click “JUST FIX IT!” button that automatically executes a set of tasks to reduce number of conflicts between active plugins as much as possible without any user interaction.
      NOTE: If you merge the levelled lists, then you'll have to use TESTool Resequencer
    • GMST Cleaner @ Thelys or Planet Elder Scrolls or ElricM
      The purpose of this application is to provide a quick and easy way to clean mods of the 'evil' GMST entries that get dumped into plug-in files. This will remove the 11 entries that Tribunal adds and the 61 added by Bloodmoon. This program will not remove other intentional GMST entries, only entries that are identical to the 'evil' entries.
    • GMST Vaccine @ Wrye Morrowind or ElricM
      Prevent GMST contamination from every happening! Just load GMST Vaccine.esp whenever creating or editing esp files in TESCS (when Bloodmoon has not been loaded).
    • GMST Fix @ Wrye Morrowind or ElricM
      This is exactly the same as GMST Vaccine, except that the date is set in the future – thus it's GMST settings will override any incorrect GMSTs present in other mods. This is probably the easiest solution and will only cause problems if some mod intentionally changes the GMST settings.
    • ESP Cleaner
      This program provides a quick and easy way to remove all "changed references" on objects, characters, ect., in a mod/plug-in, created by The Elder Scrolls: Construction Set, that is not different by any other respects to the same reference in the Master file. It also allows you to convert ESP into ESM.
    • Mesh > Texture > TESCS > ESP Files > Mod packaging > Translation > Miscellaneous tools > Top of the page

  • Landscape:

    • Landscape Creator 1.1
      The purpose of this program is to generate a landscape for Morrowind starting from an image in level of grey. It makes it possible to visualize it thanks to a small integrated engine, like exporting it towards a file esp. For original version of Morrowind only.
      NOTE: There is also Landscape Creator 1.1 for french version
    • Littoral 1.3.1
      My program, Littoral, basically layers various height fields (24-bit grayscale BMP's) additively, overwriting the height data of the pre-generated ESM. Each layer, or bitmap, represents a range of heights controlled in Littoral. The first layer is fixed at default values and controls elevations from the sea floor (black) to the top of the beaches (white).
      A recent and originally unplanned addition to Littoral has been the implementation of vertex colors based on elevation. Vertex colors are an RGB "tint" optionally applied to the land textures.
      The third and final addition to Littoral before it is complete will accomplish a couple of important things. First it will greatly increase the realism and detail of the overworld. Second it will save me an unimaginable amount of time and painstaking, tedious busywork. The new set of routines will allow for "semi-random" automatic placement of up to 255 different objects across the entire 52x52-cell overworld. A comma-separated-value text file is used to determine what objects will be used on the map. This index contains each object's name, bitmap filename, scale variation, base size, and top size.
    • Height Map Editor and Height Map Editor Manual
      Height Map Editor is a free (GPL) 2D program, meant to create and manipulate 8 bit height maps, usually useful for terrain generators. A height map is a 2D representation of a 3D terrain. Each 'color' represents a height.
      The format used (HMP) is very simple, and it can also import/export BMP files, and, since BMP files can be converted to/from virtually any graphical format, by image viewers/editors, you can practically use any image format desired.
    • mGen @ Andargor's Website or (direct link) or @ Thelys
      mGen is used to import a map in a form that can be used to manipulate it. This form is called a "layout". The layout contains a preview of the map, as well as any Regions defined. Rules are executed on export within these Regions (the Regions delimit where textures and objects are placed). Layouts can be saved and later retrieved.
      A Rule Tree is in the bottom-left corner, which shows which Rules have been defined. In the top left corner is the Rule Property window, which shows the properties of the selected Rule.
      mGen has finally been released, It's rough and unstable, but it is usable.
      mGen is used to import maps, add textures and objects using rules, and export to ESP for play in Morrowind. It's not meant as a replacement for the TES editor, but it should make the job of creating maps a lot easier. To create randomly generated maps, check out Terragen. mGen supports the Terragen file format (.ter).
    • Terragen
      Terragen is a scenery generator, created with the goal of generating photorealistic landscape images and animations.
    • Graphical TES Faith
      This is a graphical version of Paul Halliday's useful utility for moving exterior cells around. It will move CELL and LAND records, change interior doors to point to the new cells, and it will even make a spirited attempt to modify scripts for you. This graphical version lets you overlay mods to check for conflicts, and will generate maps of plugins.
    • TES Faith @ Planet Elder Scrolls
      (NOTE: TES Faith @ ElricM is an older version which doesn't update script and dialogue result.)
      TESfaith is a simple command-line utility to Copy, Move or Delete entire cells including the landmass and all objects such as NPCs and statics contained within the cell, interior doors, script and dialog script references that point to the moved cells). It is compatible with both Master and Plugin files.
    • Mesh > Texture > TESCS > ESP Files > Mod packaging > Translation > Miscellaneous tools > Top of the page

  • Script:

  • Morrowind Script:

    • Emacs and Ess-Mode by Mental Elf
      This add-on to the free program editor GNU EMACS provides:
      1) Color syntax highlighting
      2) Auto-indentation
      3) Syntax checking
      4) a feature to auto-indent the entire buffer (escape-1 RETURN)
      The extension for Elder Scrolls script is ".ess", these files automatically invoke "ess-mode" of EMACS. Therefore when pasting from the clipboard to EMACS, open a new file with suffix ".ess" (such as "temp.ess") before pasting. In addition, any buffer can be forced to "ess-mode" by using "escape-x ess-mode". The zip file contents should be installed into the "site lisp" subdirectory of the EMACS install.
    • Morrowind Edit and Morrowind Edit SE
      MWEdit is an alternate editor for Bethesda's the Elder Scrolls: Morrowind computer role-playing game. While it is similar to appearance to the official Construction Set editor, it includes additional features and bug fixes to make creating/editting mods easier.
    • Morrowind Script Editor
      It was designed to so that beginner scripters could easily get started, but advanced scripters will also enjoy features not available in the "text editor" provided in The Elder Scrolls Construction Set (TESCS).
    • Morrowind Script Generator
      There are two versions of Morrowind script generator: basic and advanced. These tools can help you to write your scripts.
    • Morrowind Scheduler
      This program allows for easy generating of Schedule scripts for NPCs in Morrowind.
      NOTE: Require VB6 to work, available in MWScheduler_setup at LGNPC
    • Morrowind Script Indenter
      It formats scripts to make them more readable.
    • Mesh > Texture > TESCS > ESP Files > Mod packaging > Translation > Miscellaneous tools > Top of the page

  • Script Extender / Enhancer:

    • Morrowind Script Extender (MWSE)
      Cdcooley's updated version of FreshFish's Morrowind Script Extender. An external program that adds extra script functions, allowing the creation of plugins that are impossible or at least very difficult while running the game alone.
      NOTE: To create a MWSE mod, you must download MWSE0.9.2-editor, which includes Help files and Morrowind Edit Script Extender (MWEditSE), which is the only way to compile MWSE script.
    • Morrowind Script Enhancer (MWE) @ Planet Elder Scrolls or TES Source
      Morrowind Enhanced is an external program used in a growing number of mods to do things beyond normal MW abilities. This also includes a dev kit allowing modders to mod using the power of Morrowind Enhanced (Includes the .exe to compile MWSE script, .dll, documentation and examples).
    • Morrowind Graphics Extender (MGE)
      Morrowind Graphics Extender is a project to wrap the various direct x dlls in order to add new features to Morrowind. D3DX, DInput and DSound have all now been wrapped. I originally planned to release each wrapper as a separate project, but more stuff is possible by combining them, so Morrowind Macro Editor (MME) is now a part of MGE.
      NOTE: Require others software to work, see the same page.
    • MWE, MWSE and MGE mods list
      You can find here the mods that have already been done for these programs and use them as examples.
    • Mesh > Texture > TESCS > ESP Files > Mod packaging > Translation > Miscellaneous tools > Top of the page

  • Interior:

    • GenMod 3.1 @ Dorgon's Site or ElricM
      (NOTE: GenMod 2.1 @ Thelys is an older, outdated version.)
      GenMod helps you create new interiors for Bethesda's Elder Scrolls 3: Morrowind. GenMod generates ESP modification files ("mods") containing one or more interior cells.
      The goal of GenMod is to do as much of the repetitive drudge work as possible, so you can focus on high-level mod design and final tweaking. GenMod does not eliminate the need for hand-crafting of interiors, but it does speed up the process.
    • Dungeon Generator Full version - GUI Interface
      A Windows GUI front end for Blockhead's family of Dungeon Generators. It provides a user-friendly interface for his console operated programs. It is not by any means a replacement, it is an add-on.
      NOTE: This version contains all the kind of dungeons made by Blockhead.
    • Dungeon Generator - GUI Interface @ ElricM or Tommy's Hideout
      A Windows GUI front end for Blockhead's family of Dungeon Generators. It provides a user-friendly interface for his console operated programs. It is not by any means a replacement, it is an add-on.
      NOTE: I got the authorization from Tommy Khajiit to upload a modified version that can handle more dungeons tileset style. See the link above
    • Blockheads's Stuff
      Look at:
        * txt2esp4.zip - command line program to convert a specially formatted text file into a valid esp file.
        * newcave3.zip - Early test version of a new type of cave generator. This is a very unfinished and very limited alpha version.
      NOTE: newcave3.zip is a new kind of dungeon generator which can use more tiles to make cave, and which can use them differently in order to make "more natural" caves.

      All the others dungeon generator now have a GUI instead of DOS command. You can find the GUI two links above.
    • Random Maze Generator @ Kafou's Website or Wiwiland
      This is not an utility, it is a Morrowind mod , but you can try to use it as a template.
      It allows you, while being in-game, to ask for the creation of a random maze, then, you must explore and escape this maze. You can configure size of the maze, monsters or tileset style.
      NOTE: The name of the mod is "Laby Connection". It has been developped for the french's Morrowind version, so it is probably not compatible with others version.
    • Mesh > Texture > TESCS > ESP Files > Mod packaging > Translation > Miscellaneous tools > Top of the page

  • Item & Non-player Character (NPC):

  • Miscellaneous:

    • The Elder Scrolls Dependency Tool Kit (TESDTK) @ ElricM or TES Source or Planet Elder Scrolls
      Ever made a plug-in that ended up with a parent master you didn't want? Maybe you want to make a Morrowind only mod but are sick to death of the GMST errors with Tribunal. Then TESDTK is for you!
      * Add/remove parent master dependencies
      * Quickly update old mods to the current version of Morrowind
      * Convert TESAME modules to plug-in files
      * Revert ESM files to ESP
      * Convert ESP files to ESM
    • Mod Prepare @ TES Source or ElricM
      Prepare plugins for editing/game, convert between morrovind formats and clear links to master files. The program scan morrovind files (*.esm, *.esp, *.ess) and do following:
      - in the record 'TES3' change the file type flag (subrecord 'HEDR')
      - deletes subrecords 'MAST' and 'DATA' again in the record 'TES3' (so, remove links to master files). Only marked files will be placed to header.
      (The program does not check a correctness of such operation, it simply cleans header!)
      - in the records 'INFO' it scans subrecord 'NAME' and replaces symbols '@' to '{' and '#' to '}' and backward.
    • Book Generator (BookGen) @ ElricM or Thelys or Planet Elder Scrolls
      BookGen is a limited text editor that provides a quick and easy method of generating HTML source code for use with Morrowind books. No prior knowledge of HTML is required. Simply type in your text and click convert or export, and BookGen does the rest.
      NOTE: This program requires the Java Run Time Environment to run.
    • Immersive Architect @ Planet Elder Scrolls or Thelys
      The idea behind this tool is to utilize the Morrowind game engine as a world building tool. It allows towns/citys to be built in-game instead of using the construction set. Placeholder items are carried in inventory, and are dropped on the ground to place building meshes in the game world. When the town is built, save your game and use the Morrowind Immersive Architect utility to copy your newly built city into a plug-in file.
    • Mod Copy
      It's a handy little Java-based application that allows you to copy over multiple mods into your Data Files folder at once, without all the hassle of doing it manually. It requires a specific folder structure.
      NOTE: This program requires the Java Run Time Environment to run.
    • TES Snip
      This is a utility for viewing the high level record structure of an esm, esp or ess file, and deleting whole batches of records quickly.
    • Mesh > Texture > TESCS > ESP Files > Mod packaging > Translation > Miscellaneous tools > Top of the page

 

Mesh > Texture > TESCS > ESP Files > Mod packaging > Translation > Miscellaneous tools > Top of the page

Mod Packaging:
    • Read-me Template Elder Scrolls Forum Archive or Morrowind Mythic Mods
      A tool for packaging all files in a Morrowind Mod, or uninstalling a Morrowind Mod. To automate the tedius work of tracking what files belong to a mod. Now you can add files to your working Morrowind area with abandon, and know that when it's time to package your work, only those files actually required by the mod will be included in the released archive.
    • TES Files @ Mental Elf's Website or TES Source
      A tool for packaging all files in a Morrowind Mod, or uninstalling a Morrowind Mod. To automate the tedius work of tracking what files belong to a mod. Now you can add files to your working Morrowind area with abandon, and know that when it's time to package your work, only those files actually required by the mod will be included in the released archive.
    • Overunity
      You only see the mods you want to use, you can sort them by Name, Date, Author or Size. You can remove any number of mods all at once, you can immediately activate all mods used by a savegame and receive a report of missing mods, in case you've re-installed Morrowind.
      You can also scan any number of mods all at once, receiving a report of all broken file links, including Nif references to textures. You can choose not to include resources from other plugins if your mod depends on these other plugins(install only what's yours in order to decrease archive size) via the Exclusive Scanner.
    • BSA Browser @ ElricM or Planet Elder Scrolls
      This utility allows you to browse, search, pack, unpack, and register Bethesda Softworks Archive (bsa) files with a user friendly interface . This program was inspired by Ghostwheel's BSAPack (which the program uses to perform 3 of the 5 functions mentioned), and Splender of the Ashlands' BSA Reader, which are both command line utilities. BSA Browser is ideal for those 'who get lost and panicky at the words "commandline" ' (-Brash).
    • BSA Pack Utility @ Ghostwheel's Website or Planet Elder Scrolls
      Command line BSA archive packer/unpacker. Utility allows one to create, list content and unpack TES3 BSA archives.
    • Reader of BSA Files
      This tool enables you to list and extract content from Bethesda Softworks Archives, or BSA files.
    • BSA Registration Utility @ Ghostwheel's Website or Planet Elder Scrolls
      This utility will automatically register in the [Archives] section of the morrowind.ini all BSA files in the Morrowind's "Data Files" directory.
    • The Elder Scrolls Mod Utility (TESMU) @ Planet Elder Scrolls or ElricM
      TESMU acts as a registry for your installed mods, allowing you to keep track of which files belong to which mod, and optionally removing them quickly and easily.
    • Morrowind Script Packer
      This program remove all script's texts (subrecord SCTX)from the mod and save result in the file _out.es? in same directory where placed original mod. After this processing, the mod still work in game (it use only compiled scripts), but cause troubles for editing the scripts. To edit those scripts first need decompile it back to text form.
    • Mesh > Texture > TESCS > ESP Files > Mod packaging > Translation > Miscellaneous tools > Top of the page

 
Translation:
    • Camembérisateur
      English -> French
    • Choucroutiseur
      French -> English
    • Hotdogizer
      English -> German


    • The purpose of the previuous programs is to help you to translate Morrowind mods. It automatically translate Cell Names and Items / Armors / Weapons names that are already present in one of the 3 main ESM.
      You should translate "by hand" new Items / Armors / Weapons or Cell's names, Dialogue, messagebox, and update Cell Name in script.

    • TES Lexicon
      It is an English version - French version dictionnary to help you to translate NPC names or Cell names in script or dialogue.
    • Mod Info @ TES Source or ElricM
      This utility allows to view content of Morrowind data files and generate various reports:
      - Syntax highlighting
      - Detection of the new / changed records
      - PreScanning
      - Statistic
      - Export group of records
    • Mod Text Importer @ TES Source or ElricM
      This program is for replacing the text in some records of morrowind mods. The main usage is for import translated text back to the mod.
      It process following records:
      - book text (BOOK - TEXT)
      - script text (SCPT - SCTX)
      - dialog text (INFO - BNAM)
      - zodiac description (BSGN - DESC)
      - class description (CLAS - DESC)
      - race description (RACE - DESC)
      - skill description (SKIL - DESC)
      After import of script text you MUST recompile it in the TESCS! MTI can't do it - it just replace text, leave compiled scripts unchanged.
      The import file can be generated Vasiliy's other program: Mod Info.
      The main difference from the Mod Text Merger is that the MTI can import large multiline texts.
    • Mod Text Merger @ TES Source or ElricM
      This program is for replacing the text in some records of morrowind mods. The main usage is for import translated text back to the mod.
      The import file format is very simple and can be generated by Vasiliy's other program: Mod Info.
      The records in import file always should be in one line.
      The main difference from the Mod Text ImporterMerger is that the MTM can't import large multiline texts.
    • Mesh > Texture > TESCS > ESP Files > Mod packaging > Translation > Miscellaneous tools > Top of the page

 
Miscellaneous tools:

I hope that I have not forgotten anything but if you find a tool that is not on the list and should be, just tell me and I will add it.
If you find links that are not working anymore, send me a message and I will try to fix the link(s) or send you the needed file(s).
You can contact me through the Contact Us link on the Navigation Bar or at e-mail but I don't look at them very often so you may have more luck sending me a PM on the Elder Scrolls Forum.

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