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      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!

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Found 9 results

  1. [RELz] Glow in the Dahrk

     by Melchior Dahrk & NullCascade Download This is a modern, pluginless replacement of the old Windows Glow mods. Windows Glow (WG) suffered from every mod needing a patch to work with it. Glow in the Dahrk (GITD) handles this automatically through the meshes themselves with a powerful Lua code by NullCascade which can switch the visible portion of meshes (NIFs) on the fly. With this feature, any mod using the vanilla window NIFs will automatically switch to a glowing version at night. In addition, WG forced players to use the textures it provided which didn't always match their texture replacer of choice. Glow in the Dahrk accomplishes a subtle glow on the windows without needing to replace the vanilla textures; so players can use vanilla or a texture replacer of their choice! [youtube]1nAqUPxbQ2M[/youtube]  Vanilla windows transition to glowing versions at night Automatic compatibility with any mods using the meshes included with this mod (no patches required!) Hlaalu, Telvanni, Redoran, Velothi, Mournhold, Skaal, Imperial Fort, and Imperial Common sets all now have a nighttime glow for windows. Supports vanilla textures and texture replacers for windows (choose your own look!) A more natural, muted glow at night rather than the bright, garish design of the old Windows Glow Smooth pulsing light effect for all windows Transition to nighttime/daytime models is staggered for a more natural experience Includes daylight glow on interior windows Support for any static objects to be made to transition to nighttime versions Pluginless and patch-free alternative to "Windows Glow"  This mod uses the alpha and thus experimental and not necessarily stable 2.1-branch of MWSE, currently in development. By using this mod, you're basically asking to be a tester! If you encounter any issues please post a report, ideally on the MWSE bug tracker. You can download the latest nightly build from the link below. This this mod requires Morrowind Graphic Extender (MGE-XE) version 0.10.1. Older versions will not work with MWSE 2.0+! Additionally, it will require the latest nightly build of MWSE 2.1. MGE XE version 0.10.1 fixes a bug where meshes containing NiSwitchNode will cause the Distant Land generator to crash. Lastly, be sure to deactivate/uninstall all Windows Glow mods/patches. They may overwrite the meshes used by this mod. Plugin patches for every single mod are a thing of the past with Glow in the Dahrk! Now all that is required is for a mesh (window or otherwise) to be updated into the GITD format and it will automatically update at night and in the morning while the code from this mod is installed. It is a relatively simple process for modders with experience with Nifskope to make non-vanilla meshes compatible with this mod. This script can make any static model in the game switch to a nighttime version - not just windows. The optional download: "Mesh Converter Scripts and Instructions" can be used to patch other meshes to work with this (such as new windows from Province mods or Unique City mods).  NullCascade again for not only making the code used by this mod, but also for continuing to develop MWSE into the Lua-based powerhouse it has become Greatness7 for the code used to accelerate the mesh creation Hrnchamd for quickly releasing a fix to MGE XE to let this mod work properly Siberian Crab for the basic glow texture from which I designed the others Morrowind Modding Discord for extensive playtesting and feedback as this mod was developed
  2. Morrowind May Modathon Month 2017 Celebrating Morrowind's 15th Anniversary Mod Releases: One of a Kind - Daedric Weapons Armor and Shields By Mort - Week One Winner Chrysamere PBR By Remiros - Week One Winner Buyable Houses By NazoX9 - Week One Winner Cliff Racers By Danae Barabus Fireplaces Retexture By Sbman - Week Two Winner Vivec Guild of Mages Expansion By Mordaxis - Week Two Winner Pointy Ingredients Hurt Coming Out By Mort Better Vanilla Leveling By PsychoThruster - Week Two Winner Idle Magic Regen By NazoX9 - Week Three Winner The Royal Game of Ur By Lord Berandas - Week Three Winner One of a Kind - Daedric Weapons Armor and Shields By Mort - Week One Winner Chrysamere PBR By Remiros - Week One Winner Buyable Houses By NazoX9 - Week One Winner Cliff Racers By Danae Barabus Fireplaces Retexture By Sbman - Week Two Winner Vivec Guild of Mages Expansion By Mordaxis - Week Two Winner Pointy Ingredients Hurt Coming Out By Mort Better Vanilla Leveling By PsychoThruster - Week Two Winner Idle Magic Regen By NazoX9 - Week Three Winner The Royal Game of Ur By Lord Berandas - Week Three Winner Near Vanilla Road Sign Replacer By Atrayoinis - Week Four Winner Know Thy Enemy By Drakevarg - Week Four Winner Immersive Corprus By Mort Wolverine Hall Directions By Capostrophic Wolverine Hall Interior Expansion By Mordaxis - Week Four Winner Loot Well Urned By Pseunomix The Fires of Orc By Gavrilo93 Immersive Madness By Rot Telvanni Strider House By WulfShaman Adventurer's Asylum by Ignis-of-Vinheim Mzuhnch - Dwemer Dungeon By Rashiel Imperials Go Home By Rats Tel Galen- Evil Telvanni Player House By ThalmorAssassin AKA Mythic Emperor The Morrowind Randomizer By Mort and Greatness7 Morrowind Septim Coin Gold Replacer 3.0 By StaticNation Balmora, Base of Operations By Denina Nine Dragons Katana Demo By Drakkmore Rack a' Tweaks By Blueclock3000 The Port Town of Chextine By ThatDwemerGuy Description: "The Road goes ever on and on down from the door where it began. Now far ahead the Road has gone, and I must follow, if I can, pursuing it with eager feet, until it joins some larger way where many paths and errands meet. And whither then? I cannot say." - J.R.R. Tolkien In the early days of May 2002, a little game came out called The Elder Scrolls III: Morrowind. It would go on to save Bethesda Softworks from bankruptcy, sell millions of copies, and become the most popular game for modding at the turn of the century. Now, 15 years later, over 23,000 mods have been released for Morrowind between Morrowind Nexus and Morrowind Modding History and the modding community is still going strong, with over 600 mods released last year alone. In order to celebrate the 15th Anniversary of Morrowind, we're doing something special, we're holding a May Modathon Month! Throughout the entire month of May, participating modders on the Nexus , The Assimilation Lab and GHF who submit Morrowind mods could get a chance to win indie or AAA games each week. Likewise, all participating mods will be entered to win the Mod of the Month Award, with a ton of games as a prize. Not only that, but all winners will get trailers, special showcases, and numerous video features on Morrowind Modding Showcases. And the winner of the Mod of the Month award will naturally get featured in our Mod of the Month series, celebrating the best mods released for Morrowind each month. Participation and How it Works: You can participate by leaving a short note in the mod description page of your mod at Morrowind Nexus, The Assimilation Lab and GHF that includes "Part of the May Modathon Month" somewhere near the top of the description. Every week two-three different modders will be selected at random to win a single AAA or Indie game, and the way this works is that we'll compose a list of all participating mods released that week, plug them into a random number generator, and the top three results we get back will be the winners for that week. If you win in one of these weekly drawings, I'll send you a message on the Nexus, GHF, TAL, or some other forum board notifying you that you've won and providing a list of three games you can choose from as your prize. If you already own all three games, or want to specify a particular genre of game you want as a reward, I'll send you an updated list to choose from. Please try not to abuse this system though, due to financial reasons, I can't necessarily give you the best games on the market right now, even with the recent public funding of Morrowind Modding Showcases, we can't always afford the newest games to giveaway. So please, don't abuse the system! The second way you can win is through the grand prize, the mod of the month award with 5~8 games as prizes. This award is determined by a panel of five secret judges who'll be going through and rating each mod in the entire event on a simple numerical scale. The scale they'll be using can be found below: 4 Points for Mod Creativity or Innovation (What does the mod do? Is it well designed? Unique? Add something new?) 4 Points for Judge Preference (How well the judges liked the mod) 2 Points for Mod Functionality (Cleaning, Works, Are there bugs?) The total points possible for any mod is 50, or a 10 out of 10 from each judge. In the event of a tie, we should have enough games to go around for all. Indeed, we have over 100 games in stock to give away, so if you collaborate on a mod with someone else, regardless of which of the two ways you can win, everyone involved will still get something for their efforts. Rules: Overall this competition and giveaway is pretty easy to understand, and there aren't a whole lot of rules involved, but there are a few things we should clear up just in case. First, all types of mods are perfectly acceptable. From texture replacers to gameplay tweaks to content mods like house mods, quest mods, or dungeon mods. All of those are fine and will be accepted for the competition! The only kind of mod that will NOT be accepted is cheat mods, i.e. placing a barrel full of loot in the middle of Seyda Neen or placing a daedric longsword in the Census and Excise Office. Cheat mods like that will not be considered for the competition. Second, all submitted mods must be, at least for the most part, safe for work. Questionable content is acceptable so long as it isn't the entire mod, remember we have to showcase these and we can't showcase adult-themed mods on the channel! Also, it should be pointed out that for larger mod projects, you can submit a demo or playable beta of your mod as part of the competition and it'll be perfectly acceptable. I do need to stress that it must absolutely be playable though. Any mod that crashes to desktop upon loading the game will not be considered. Remember, this only applies to mods released in May, so let's all get to modding and make this the 15th Anniversary that Morrowind deserves! If you don't know how to mod, check out our Let's Mod Morrowind series for a visual guide to modding - including interiors, basic scripting, and quest design. If you have any questions about this event, please send me a message here on the forums!
  3. [RELz] Privateer's Hold

    File Name: Privateer's Hold File Submitter: Daggerfall Dev File Submitted: 04 Apr 2017 File Category: Dungeons & Houses An alternate beginning mod. New characters now have a chance to play through the beginning dungeon from Daggerfall. Just look for Daggerfall Sword in the Prison Ship. Jman0WarS - The Models and Dungeon Creation & Permission ManaUser - Scripting, NPCs, and object placement. Click here to download this file
  4. Privateer's Hold

    Version 1.0

    45 downloads

    An alternate beginning mod. New characters now have a chance to play through the beginning dungeon from Daggerfall. Just look for Daggerfall Sword in the Prison Ship. Jman0WarS - The Models and Dungeon Creation & Permission ManaUser - Scripting, NPCs, and object placement.
  5. [RELz] Ancient Foes

    File Name: Ancient Foes File Submitter: Darkelfguy File Submitted: 14 Jan 2017 File Category: Quests Description Along the northern coast of the Sheogorad, a lone cottage sits isolated from the world, where time seemingly passes by unnoticed. Here lives the reclusive Odmlir Wulfharth, a warrior of the famed Nordic Wulfharth clan who resides all alone in this barren landscape, but this is no simple hermit seeking isolation. No, Odmlir's true purpose is far, far different, he searches for the relics of the past, a missing history of his family's name, but what dark secrets await him in the Sheogorad, and what will his searching awaken? Will you grant Odmlir his true desire? Or will you be the one to drive home the blade and put an end to the Wulfharth name? Well now, that's up to you, the player, to decide and find out for yourself! Ancient Foes is a classic quest and dungeon mod for you to explore and fight through, including one new modest-sized dungeon recommended for players levels 20 and above. There's a lot of background story here, and Odmlir Wulfharth is a fully fleshed out character with many secrets of his own, and in the end, your decisions will decide his fate, for good or ill. To find Odmlir's cottage, explore the coasts of the Sheogorad west, and slightly north of Dagon Fel. You'll find it almost directly north of the mushroom forest on the main island of the Sheogorad region. Remember to keep an eye out for documents that might open up additional mini-quests. *Cleaned with Morrowind Enchanted Editor* Features - One New Modest-Sized Dungeon - Two Quests - Over 8,000 words of creative writing with dialogue, flavor documents and journals for you to discover - A Potential Player-Home (if you play your cards right) - Multiple Endings - Large Fights, Recommended for Levels 20+ - Compatible with Morrowind Rebirth Video Showcase Click here to download this file
  6. Ancient Foes

    Version 1.0

    60 downloads

    Description Along the northern coast of the Sheogorad, a lone cottage sits isolated from the world, where time seemingly passes by unnoticed. Here lives the reclusive Odmlir Wulfharth, a warrior of the famed Nordic Wulfharth clan who resides all alone in this barren landscape, but this is no simple hermit seeking isolation. No, Odmlir's true purpose is far, far different, he searches for the relics of the past, a missing history of his family's name, but what dark secrets await him in the Sheogorad, and what will his searching awaken? Will you grant Odmlir his true desire? Or will you be the one to drive home the blade and put an end to the Wulfharth name? Well now, that's up to you, the player, to decide and find out for yourself! Ancient Foes is a classic quest and dungeon mod for you to explore and fight through, including one new modest-sized dungeon recommended for players levels 20 and above. There's a lot of background story here, and Odmlir Wulfharth is a fully fleshed out character with many secrets of his own, and in the end, your decisions will decide his fate, for good or ill. To find Odmlir's cottage, explore the coasts of the Sheogorad west, and slightly north of Dagon Fel. You'll find it almost directly north of the mushroom forest on the main island of the Sheogorad region. Remember to keep an eye out for documents that might open up additional mini-quests. *Cleaned with Morrowind Enchanted Editor* Features - One New Modest-Sized Dungeon - Two Quests - Over 8,000 words of creative writing with dialogue, flavor documents and journals for you to discover - A Potential Player-Home (if you play your cards right) - Multiple Endings - Large Fights, Recommended for Levels 20+ - Compatible with Morrowind Rebirth Video Showcase
  7. Morrowind May Modathon Month 2016 Celebrating Morrowind's 14th Anniversary Week One Winners: TASB - Time and Space Bubble (TARDIS) By Dagoth Agahnim - Video Showcase Better Spriggans By Sigmaund Week Two Winners: Memories of Morrowind by Illy Buff Clipping (A.K.A. Overbuff Kickback) by svengineer99 Tamrielic Lore by PikachunoTM Description: "The Road goes ever on and on down from the door where it began. Now far ahead the Road has gone, and I must follow, if I can, pursuing it with eager feet, until it joins some larger way where many paths and errands meet. And whither then? I cannot say." - J.R.R. Tolkien In the early days of May 2002, a little game came out called The Elder Scrolls III: Morrowind. It would go on to save Bethesda Softworks from bankruptcy, sell millions of copies, and become the most popular game for modding at the turn of the century. Now, 14 years later, over 22,000 mods have been released for Morrowind between Morrowind Nexus and Morrowind Modding History with the modding community still going strong. In order to celebrate the 14th Anniversary of Morrowind, we're doing something special, we're holding a May Modathon Month! Throughout the entire month of May, participating modders on the Nexus , The Assimilation Lab and GHF who submit Morrowind mods could get a chance to win indie or AAA games each week. Likewise, all participating mods will be entered to win the Mod of the Month Award, with a ton of games as a prize. Not only that, but all winners will get trailers, special showcases, and numerous video features on Morrowind Modding Showcases. And the winner of the Mod of the Month award will naturally get featured in our Mod of the Month series, celebrating the best mods released for Morrowind each month. Participation and How it Works: You can participate by leaving a short note in the mod description page of your mod at Morrowind Nexus, The Assimilation Lab and GHF that includes "Part of the May Modathon Month" somewhere near the top of the description. Every week two-three different modders will be selected at random to win a single AAA or Indie game, and the way this works is that we'll compose a list of all participating mods released that week, plug them into a random number generator, and the top three results we get back will be the winners for that week. If you win in one of these weekly drawings, I'll send you a message on the Nexus, GHF, TAL, or some other forum board notifying you that you've won and providing a list of three games you can choose from as your prize. If you already own all three games, or want to specify a particular genre of game you want as a reward, I'll send you an updated list to choose from. Please try not to abuse this system though, due to financial reasons, I can't necessarily give you the best games on the market right now, even with the recent public funding of Morrowind Modding Showcases, we can't always afford the newest games to giveaway. So please, don't abuse the system! The second way you can win is through the grand prize, the mod of the month award with 10~15 games as prizes. This award is determined by a panel of five secret judges who'll be going through and rating each mod in the entire event on a simple numerical scale. The scale they'll be using can be found below: 5 Points for Mod Functionality (Mod does what it's supposed to) 3 Points for Mod Quality (Polish and extra features) 2 Points for Mod Cleaning (No dirty references or GMSTs) The total points possible for any mod is 50, or a 10 out of 10 from each judge. In the event of a tie, we should have enough games to go around for all. Indeed, we have over 100 games in stock to give away, so if you collaborate on a mod with someone else, regardless of which of the two ways you can win, everyone involved will still get something for their efforts. Rules: Overall this competition and giveaway is pretty easy to understand, and there aren't a whole lot of rules involved, but there are a few things we should clear up just in case. First, all types of mods are perfectly acceptable. From texture replacers to gameplay tweaks to content mods like house mods, quest mods, or dungeon mods. All of those are fine and will be accepted for the competition! The only kind of mod that will NOT be accepted is cheat mods, i.e. placing a barrel full of loot in the middle of Seyda Neen or placing a daedric longsword in the Census and Excise Office. Cheat mods like that will not be considered for the competition. Also, it should be pointed out that for larger mod projects, you can submit a demo or playable beta of your mod as part of the competition and it'll be perfectly acceptable. I do need to stress that it must absolutely be playable though. Any mod that crashes to desktop upon loading the game will not be considered. Remember, this only applies to mods released in May, so let's all get to modding and make this the 14th Anniversary that Morrowind deserves! If you don't know how to mod, check out our Let's Mod Morrowind series for a visual guide to modding - including interiors, basic scripting, and quest design. Please Note: This event is being hosted by Morrowind Modding Showcases, and is not affiliated with Nexus Mods, The Assimilation Lab or Great House Fliggerty. We have, however, received permission from all sites for hosting mods related to the competition, so hopefully there won't be any problems there. If you have any questions about this event, please send me a message here on the forums!
  8. [RELz] Cyrodiil Travel Services

    File Name: Cyrodiil Travel Services File Submitter: Arthmoor File Submitted: 31 Jul 2014 File Category: Gameplay Changes This mod is a collection of travel options which aims to recreate a system similar to what existed in Morrowind. It includes regular travel agent services at the stables, Divine Intervention, Mark & Recall, and Mage Guild Guides. At each major city, there is a travel agent who will offer transportation to other major cities, including a few mod added desintations as well. Their services are relatively cheap and are based on the distance between each stop they service. They are also heavily armed and should you decide to attack them, be prepared for a significant fight. This may also draw in local guards. These agents WILL NOT RESPAWN IF KILLED, so try not to make a mess. A Divine Intervention spell which functions in a similar manner to the one from Morrowind. The only real difference is that it will bring you to one of the chapel interiors instead of dropping you outside. The spell is sold in every chapel and requires Mysticism skill of 50 or higher. Scrolls are available from loot and vendor lists that deal with Journeyman level items. Divine Intervention does not function in Oblivion realms, Shivering Isles, or in a few other select areas where being yanked out might break something. It is also aware of Knights of the Nine and will not transport you to a desecrated chapel during the quest. Mark & Recall spells which function nearly identically to their Morrowind and Daggerfall equivalents. This allows you to set a marker virtually anywhere and recall to it later. The spell does not function within Oblivion realms, Shivering Isles, or a few other select locations that will break something. The spells are sold by Alves Uvenim in Leyawiin since they specialize in Mysticism. Teleportation services are now provided at the Mages Guild. Each city offers a teleportation pad in the public area of the guild which allows transport to every other major city. Ask around while in a guild and you'll be directed to the person in charge of the teleporter. Fees for non-members are 100 Septims. Fees for initiate members of the guild are 25 Septims. Teleportation is free once you have access to the Arcane University. Frostcrag Spire is available as a destination, but is only guaranteed to work with the OFFICIAL DLC. Fast Travel can now be optionally disabled as well through an ini file. Click here to download this file
  9. Cyrodiil Travel Services

    Version 3.1

    231 downloads

    This mod is a collection of travel options which aims to recreate a system similar to what existed in Morrowind. It includes regular travel agent services at the stables, Divine Intervention, Mark & Recall, and Mage Guild Guides. At each major city, there is a travel agent who will offer transportation to other major cities, including a few mod added desintations as well. Their services are relatively cheap and are based on the distance between each stop they service. They are also heavily armed and should you decide to attack them, be prepared for a significant fight. This may also draw in local guards. These agents WILL NOT RESPAWN IF KILLED, so try not to make a mess. A Divine Intervention spell which functions in a similar manner to the one from Morrowind. The only real difference is that it will bring you to one of the chapel interiors instead of dropping you outside. The spell is sold in every chapel and requires Mysticism skill of 50 or higher. Scrolls are available from loot and vendor lists that deal with Journeyman level items. Divine Intervention does not function in Oblivion realms, Shivering Isles, or in a few other select areas where being yanked out might break something. It is also aware of Knights of the Nine and will not transport you to a desecrated chapel during the quest. Mark & Recall spells which function nearly identically to their Morrowind and Daggerfall equivalents. This allows you to set a marker virtually anywhere and recall to it later. The spell does not function within Oblivion realms, Shivering Isles, or a few other select locations that will break something. The spells are sold by Alves Uvenim in Leyawiin since they specialize in Mysticism. Teleportation services are now provided at the Mages Guild. Each city offers a teleportation pad in the public area of the guild which allows transport to every other major city. Ask around while in a guild and you'll be directed to the person in charge of the teleporter. Fees for non-members are 100 Septims. Fees for initiate members of the guild are 25 Septims. Teleportation is free once you have access to the Arcane University. Frostcrag Spire is available as a destination, but is only guaranteed to work with the OFFICIAL DLC. Fast Travel can now be optionally disabled as well through an ini file.
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