Just between you and me, the first time I played Morrowind it was on an Xbox. It was still a great game, but getting the PC version and being able to mod it made it even better. We praise it for being the last truly weird Elder Scrolls game, but we should also remember Morrowind as one of the clunkiest. To enjoy its mushroom trees and settlements built in dead insects meant putting up with rough combat, a leveling system that needed gaming, plenty of bugs, and a bit too much walking.
In the 15 years since its release modders have done an intimidating amount of work making Morrowind better. The best Morrowind mods are now spread over sites like Morrowind Modding History, the Morrowind Nexus, and Mod DB. Here's our collection of the greats, though even this list only represents the tip of a big iceberg.
If you've never played Morrowind before it's worth trying unmodded to see which parts you'd most like to alter before diving in. It's also recommended to use a loader like Wrye Mash or Nexus Mod Manager to organize mods once you start. And even when using them, always read the installation instructions.
Believe it or not, there were a few bugs in this Bethesda RPG. These mods fix those and greatly improve the fundamentals.
A massive effort committed to fixing bugs and mistakes, from savegame corruption and missing objects to the in-game calendar not having the correct number of days in each month. There are plenty of optional changes, including modern resolutions and an over-the-shoulder version of the third-person view. The Morrowind Code Patch is also an essential foundation for the Tamriel Rebuilt mod, but can conflict with leveling mods like Galsiah's Character Development or Madd Leveler if you don't turn off skill/attribute uncapping when installing it.
Bethesda isn't great at seamlessly inserting DLC into their games, and in Morrowind that manifests in Dark Brotherhood assassins trying to murder you in your sleep until you start the Tribunal expansion. If you're not interested in being assassinated at level one or surviving the attempt but then scoring assassin gear that's way too powerful for you, this mod puts off the nightly murder visits.
Each Elder Scrolls game has one of these, tidying up hundreds of minor leftover bugs ranging from spelling errors in dialogue to problems with quest progression. If you've ever had a quest stuck in the journal after you've finished it, or noticed “Edryno” spelt “Edryon” this is for you. It also fixes a lot of errors relating to NPC barks playing in the wrong situation or not at all.
If you're sick of the rigmarole of going through the Census Office at Seyda Neen every time you make a new character, this mod lets you race through character creation and then choose which of the island's ports to disembark at. It also puts some basic equipment in your inventory, suited to your skills.
User interfaces have never been a strong point for Bethesda's open-world games. If looking at Morrowind's borders makes you miss the Skyrim color scheme and slightly cleaner look, this mod adds that while keeping the basics of the UI the same.
Why run when you can run really fast? New methods of transportation and tweaks to existing methods make life in Morrowind less tedious.
When you're crossing the Ashlands for the fifth time or bouncing back and forth between distant NPCs for certain quests, you really need a more convenient way to travel than a muddled network of giant fleas. This mod makes roadside signs into fast travel points. Look at the sign pointing to your destination, press spacebar, and you'll arrive with six hours added to the clock. Mods that add new landmass can make it a bit hinky and I did once travel to Gnisis only to find myself stuck in the middle of the ocean, but it's still worthwhile for journeys free of Cliff Racers.
Another way to speed up Morrowind is to increase the running speed, which makes a mockery of the incremental increases to the Speed stat you can buy at level-up but is worth it to reduce a lot of the slog. There are multiple speeds to choose from, with Fastest a solid choice if you want to run like a Looney Tunes character but still be able to see the world as you zip past it.
Cool as it is having giant fleas that can be steered by twiddling their central nervous systems hanging around settlements, the Silt Striders always seemed underused in Morrowind. With this mod you can actually see them travel across the land when you hire one, though they're less jumpy than I expected. Their speed is adjustable in case you want to zip over to Vivec but don't have half an hour to watch scenery go by.
If walking up to a ship's captain and asking for a lift to Ebonheart isn't doing it for you, Sell N Sail makes both a small boat and an expensive galleon (205,000 septims!) available for purchase. The galleon has a fancy below decks area you can make your new home, and both craft can be sailed around via slightly fiddly controls. Buy them from the island just off Gnaar Mok.
The Mark and Recall spells are essential for returning to out-of-the-way locations, like your home once you build one or that mudcrab merchant with loads of gold. Normally you can only have one place Marked at a time, but Melian's Teleport Mod lets you cast Mark as much as you like and name each one individually.
Morrowind's showing its age after 15 years, but these mods go a long way towards maintaining its otherworldly beauty.
The landscapes of Morrowind were impressive in 2002 and can still look surprising today, but the faces were always a mess. They look like photos stretched around cubes. Better Heads is one of many mods that improves the way faces look in Morrowind, an easy to use choice that's low on compatibility issues. However, if you're interested in other options with varying degrees of fidelity to the original looks, here's an old Comparison of NPC Head Replacers.
While you're at it, maybe you'd like nicer body textures as well? These were based on high-res scans of the modders' own skin. There are versions that let you leave your medieval underwear on and also a nude version, though given that some enemies run around in their underpants that's more likely to be disconcerting than anything.
Download link (Visual Pack Combined)
Download link (Mesh Improvements)
The easiest way to make Morrowind's buildings and scenery look better is with this combination of five existing texture packs. Follow that up with Mesh Improvements to get small objects like bowls and candles looking noticeably less angular.
On a modern PC the draw distance option in the menu can easily be pushed to the max, rolling back Vvardenfell's fog. If you want to go even further the Morrowind Graphics Extender XE mod will let you see Vivec from Pelagiad with ease.
The ash storms, drifting clouds, and starry night skies can be made to look a lot prettier with this mod. It changes the way weather is rendered as well as replacing repeating sky meshes with unique ones, and there are multiple options for changing how you'd like the moons to look.
It's a whole new world. Seriously: you can add enough content to Morrowind to keep playing it forever, and the ones we've highlighted here are the best of them.
Bethesda had planned for the entire nation of Morrowind to make it into the game, but focused instead on the island of Vvardenfell to its ultimate benefit. If you dream of exploring the mainland however this mod will let you do it, greatly expanding the map and adding some gorgeous new cities. The quests are a little rudimentary, but mostly you'll just want to explore all this new land.
If you wish Morrowind felt more like Vampire: The Masquerade, then your dream's come true. The Underground is a questline based around a nightclub for the undead hidden in the Balmora sewers, where sexy vampires will send you on quests and one of them can even be romanced. From the moment the club starts blaring songs by The Beastie Boys and Garbage you'll feel a long way from the atmosphere of Morrowind, but it's goofy, gothy fun nonetheless. You'll want additional mods that add a walkthrough book, and if you finish the questline one that clears up a couple of lingering issues like, oh, infinitely spawning spiders.
The kookiness of The Shivering Isles (a classic Oblivion add-on) has inspired mods for several Elder Scrolls games, and Immersive Madness is the Morrowind equivalent. It lets you join the cult of the Madgod Sheogorath by visiting their shrine south of Molag Mar where you'll find quests to recover an Orc's stolen buttocks, defeat a rock and then a puddle, win a staring contest against a rival cult, and other similarly wacky missions.
Once you've played Morrowind long enough it stops feeling uncanny and becomes familiar. To regain some of that feeling, try the complete overhaul Morrowind Rebirth. Each settlement is recognizable but different, with more houses and NPCs. There's also new equipment, creatures, music, and more. Morrowind Rebirth on its own is enough to make another playthrough worthwhile.
If you got Morrowind from GOG it will already have this selection of plugins made by Bethesda. If not you can grab them from the Nexus, either individually or collected. They include quests to restore the propylon travel network and take an island fortress back from the undead, more armor, arrows, and sounds, and an option to entertain the drinkers at the Eight Plates in Balmora.
SureAI are a German team you may know for their Oblivion total conversion mod Nehrim, or Enderal for Skyrim. Arktwend and Myar Anath were where they started, total conversions that replaced Vvardenfell with a slightly more traditional fantasy world, though one with some gothic touches. They're not as polished as Enderal—you'll get killed by huge mobs of enemies a lot and hear some characters speak German even with the English patches—but they're still impressive achievements.
Inject more life into Morrowind, and make those critters prettier, to boot.
Download link (Better Dialogue Font)
If you're sick of squinting at the font for Morrowind's dialogue, journal, and menus then the Better Dialogue Font mod ups the resolution on all of them. Meanwhile, if you're sick of NPCs rehashing the same paragraphs of information the Less Generic NPC project has been working to give every character their own dialogue, which is a heck of an undertaking.
In the spirit of Better Bodies and Better Heads, this adds new textures for lizard-people and cat-people, making the Argonians and Khajiit look plenty nicer. If you're playing as one you'll have a few new head options as well.
Bothered by the absence of kids? Ma'iq the Liar would like a word with you. If you need to have rugrats running all over the place this mod will do it for you, though as with all mods that add NPCs en masse it can cause slowdown and they absolutely will get stuck between you and a door at some point.
Bethesda staff member Gary Noonan, known to modders as WormGod Elite, made Morrowind Advanced to add more challenging encounters. It rebalances existing creatures as well as adding new ones like Centurion Rippers and Giant Earth Golems, and eventually you'll have to deal with high-level raiders too. A few new dungeons and some new equipment thrown into rebalanced loot tables round it out.
Adding new animals to Vvardenfell is tricky because the existing ones are so alien. Horses would just feel wrong. Modder Piratelord walks a fine line in new additions that feel appropriate to the setting like the Ash Poet and Land Dreugh as well as more vanilla creatures added sparingly, like moose and butterflies. As an added bonus this mod makes Cliff Racers less aggressive the more of them you kill so that eventually the damn things will leave you alone.
Overhaul Morrowind's clunky combat with some some welcome changes, like removing the dice roll behind each melee strike and increasing the pace at which you accrue skill points. Now go out there and be a warrior.
One of the more straightforward balance tweaks available, with Faster Skill Increases all it takes is a single attack or a few seconds of running or jumping to make the relevant skills go up. You'll get sick of the angelic sound that plays with each increase, but you'll also be able to tackle the interesting quests a lot quicker without grinding around in Ratmurder Town forever.
Even if you're not playing a spellcaster you'll want access to the occasional Levitate to cross a mountain or Mark and Recall to bounce back to a quest-giver. Wizards have to nap a lot in Morrowind though, because magicka regenerates at a glacial pace. If you're not ideologically opposed to the idea of making Morrowind more like Oblivion, this mod borrows its rate of magicka replenishment and honestly it's a godsend.
Whether an attack hits or misses in Morrowind is based on a random roll behind the scenes based on your skill. In a more abstract RPG that's fine, but in a 3D one where you can see that spear hit someone to then be told by the math that it whiffs it can be jarring. With Accurate Attack any blow that looks like it hits actually hits.
The lovely, thunky speed of arrows in Skyrim was inspired by a mod for Oblivion that made them less dodgeable but much more fun to shoot. Projectile Overhaul puts some of the same arrow juice into Morrowind, increasing the velocity of everything you can launch, including throwing knives, shuriken, and spells.
Install Madd Leveler to take away the worry about effectively leveling and grinding the appropriate skills, as it'll do all that for you. Madd Leveler raises attributes based on which skills you've been using and does it quietly in the background so you don't even notice. There's also Galsiah's Character Development, which is a bit more complicated and can be restrictive if you're trying to play the kind of hybrid character who doesn't fit a single class.
Each Elder Scrolls game makes sneaking a little less ridiculous, but even in Skyrim we're still crouch-walking invisibly in broad daylight because our skill's high enough. This mod doesn't make stealth perfect, but it does add modifiers based on the time of day, weather, what armor you're wearing, and whether you have a weapon out. It also increases sneak attack damage to x10 so it's worth all those potential penalties.
Without bagels, I’d probably live to be 100 years old. But I have regular access to bagels and sourdough loaves and this sandwich bread always in my house called Birdman that’s covered in seeds and I don’t know why. I eat the stuff so fast I’ll be surprised if I make it to 50.
In videogames, bread often gives you health instead of slowly seeping it away, a soft beacon of restorative power. It’s been this way since the earliest games, and as technology became more capable of producing detailed environments and uncanny human likenesses, so too advanced the fidelity of the loaf. But the evolution of bread didn’t happen in a straight line. Diverse genres, art styles, and game engines shifted the purpose and priority of bread throughout the ages.
To get a clearer picture of how game bread has or hasn’t evolved, we’ve taken a look back at its implementation in some best games ever made to some of the most obscure.
As one of the earliest depictions of a hamburger bun, BurgerTime did a decent job. And it should have, given the name. Notice the inference of sesame seeds on the top bun and how the light diffuses on the bottom bunk. Early pixel art set a high bar for bunwork.
A decade later, the burger genre fell out of vogue and fantasy roleplaying games stepped into the limelight. Ultima IV didn’t feature bread in a major way, but was an early example of inventory art, proof that you didn’t need the latest in computer graphics to make a great loaf.
As a preteen, I went to a Catholic church camp even though I’m not and have never been Catholic. I ate the body of Christ even though I wasn’t supposed to and my friend Brian chastised me after the fact. He said I needed to get confirmed first and that I broke some kind of holy rule. The bread was just a thin wafer, like a sugar cone without the sugar, and maybe the aftertaste of it was a taste of hell itself. Jesus Matchup’s brown lump captures my disappointment exactly.
Pixel loaves hadn’t evolved much between Ultima IV and Ultima Online, but for one minor detail that changed the bread game forever for a few months. Ultima Online’s bread features a small blemish, giving the impression of a bite or piece ripped away for light post-adventure munching. The loaf went from inanimate prop to inanimate prop with history.
Whether Thief should commended or condemned for its early attempt at modeling a 3D loaf is beyond me. All I know for sure is this: that’s a log.
You may know Steven Spielberg for his hit films like E.T. and Jurassic Park, but did you know his name was once mentioned in a trailer for a game he probably had nothing to do with? Someone’s in the Kitchen! isn’t just good reason to call the police, it’s a bad point-and-click edutainment game with one hell of an opening theme song. Also, you make a sandwich in it while a demon toaster—who is going to kill me, I saw it in a dream—judges your creation. The bread looks like my little brother sat on it, and is a shade of yellow I’ve only ever seen in bathrooms built in the 70s. Clearly, the late 90s weren’t great for game bread.
Even the modern masters of 3D bread had to start somewhere. In Morrowind, Bethesda drew inspiration from something other than felled trees and instead turned their eye to the sky, probably. I’m guessing here. They managed to suggest bread by texturing a footballish shape with what look like photos from the visible surface of Jupiter, a perpetually storming gas giant.
Just two years later an MMO, known for prioritizing multiplayer features over looking good, managed to bake bread that an Orc could tolerate. While the left loaf looks like a water chestnut, the precise angles and light divots up top are a convincing enough illusion. The right loaf, except for it’s undercooked coloring, nails the shape. And the inner texture marks a defined border between crust and light, fluffy inside. I’m tempted to throw some mayo, lettuce, tomato, and a bit of thinly sliced night elf meat on there just looking at it.
Maybe Bethesda should’ve prioritized bread resolution DLC over horse armor. At a glance, one out of ten times I’m going to say that’s bread. The other nine times I’m going to say that’s a large misshapen potato. I lived in Idaho for a while. Got invited to a ‘Baked Potato Party' and yeah, they get that big.
While 3D game bread moved into potato territory, Recettear reaffirmed that pixels were still the way to go. Its depiction of Walnut Bread takes a good squint to make out, but when you get up close, the shades of gold and brown and white light diffusing on the outer crust nearly flash the entire baking process on the back of your eyelids. “Walnuts, soft dough and a bit of sugar…” do more than an extra dimension ever could.
I’d flake on a guy who thought it’d be a good idea to dip that twisted loaf in some red shit too. And look at that distribution! I’m not sure what’s being distributed, but half of that isn’t even bread, it’s Dark Brown Stuff. Jesus, man. We should never be able to see inside the bread if the tech isn't ready and can’t simulate a good bake.
Star Baker goes to Todd Howard this decade. Look at the fidelity of this loaf. A nice rise, detailed textures, and I can nearly hear the muffled tip-tap from the even bake. Forget adventure and the snowcapped mountaintops and vampires and dragons—like a toilet in a Tarantino movie, a good loaf is the keystone of any open world.
Well regarded for its wild redstone contraptions and horrifying monuments to pop culture, Minecraft’s bread has been largely ignored, and for good reason. You’re one of the most successful games of all time, and a brown lump is the best you can muster? I’ve felt more love radiating from an old hotdog bun.
You can tell this was made in a bread pan, small specks imply the bread is airy and light, you can summon it whenever you like, and nearly every humanoid creature will eat it. It’s a crude child’s drawing, sure, but Scribblenauts built put time into simulating natural, albeit simple, bread world behaviors. Consider it this immersive sim, the System Shock, of bread. Place it in the world, and the world reacts to its presence.
Source: David Miles on YouTube
If one game knows how good its bread is, it’s Bioshock Infinite. If you were to press pause and inspect the 3D baguette, it’d be possible to nitpick small design decisions, like texture resolution, flour distribution, and grain density, but because the bread is sandwiched with context—the dancing bread boy and his believable reaction to owning a baguette inside a big patriotic amusement park city held up by balloons that Ken Levine imagined using his brain, his very own personal brain—it doesn’t feel out of place. Realism is helpful, certainly, but the game world needs to feel alive, like a natural home for bread above all else.
Bread is only monstrous when left to mold, and Team Fortress 2’s Love and War update bottles the essence of in a cute, tragic short film. There’s little purpose to the bread in-game aside from a few dough-themed items. Personally, I interpret it as a commentary on the state of game bread as nothing more than a simple prop and HP potion skin, new ideas and advances left in the pantry to rot. I see you Valve.
As a goofy physics playground, I Am Bread is fine. I do take issue with how controlling a slice feels like maneuvering a heavy sponge. Bread isn’t heavy and sandwich bread isn’t durable. One fall off the table and it’s over, usually. I Am Bread forgoes natural bread behaviors for the sake of a joke, but I’m not sure we’ll be laughing when our kids start to think they can wash the dishes with a sandwich.
Everything about The Witcher 3’s world feels hand-placed. Small villages, big cities, and even monster-infested caves are brimming with life and purpose, but in order to maintain such a sprawling illusion, nearly all props and people are static. NPCs sit in the same place spouting the same lines and props like bread just sit there, looking delicious, but forever out of reach. What an awful game.
After setting a new standard for 3D loaf work in Skyrim, Bethesda dropped the atom ball in Fallout 4, spending more time on the bread box than any bread at all. Modders came to the rescue again, modeling slices, sandwiches, and adding recipes any old ghoul could follow.
Karnacan bakers know how to bake bread. Lovely rise, nice crust, but a bit low res I’m being honest. Eating it gives you a small dose of HP, but the animation is a simple swipe-and-swallow maneuver. It’s pan for the course, and not much else. In 2016, it’s a good bake, but it’s not a great bake.
Let's take a moment to appreciate the food in Final Fantasy 15. And then let's panic.
Look at this damn toast. That might as well be real toast. If media is an extension of our senses, and videogames are a compilation of all mediums, a co-habitation of a near perfect reality, then this toast is, effectively, real. That's real, actual toast that we will never eat. It is right there and there's nothing you can do about it. This is the singularity, but instead of AI meeting the intellect of humans, it's toast AI meeting the toast-intellect of actual toast. Black Mirror whiffed on this one. I'm already clawing at the computer monitor. Next stop: my belly. Here we go.
How far have we come, really? From BurgerTime’s advanced bun art to Dishonored 2’s simple dark loaf, videogame bread feels without a sure destination—a lumpy mass that needs more time to prove. Perhaps the future holds loaves we never could have imagined, or abominations, such as virtual reality pumpernickel that virtually tastes like sourdough.
Will Fortnite, as rumored, introduce the bunned meat of the Durr Burger as a health item? Will Kojima ever comment on the loaf in a world torn asunder by PMCs and omnipresent nuclear threat? Maybe someday we’ll spend as much money on naan as we do on spaceships in Star Citizen. All we know for certain is that bread will be there, a short roll for every dodge roll and an abundance of biscuits to crowd every RPG inventory.

I’ve got a piece going up later today about my thoughts on the closed beta for The Elder Scrolls Online: Morrowind (short answer: I like it lot more than I’d expected to), but I wanted to write a little too about why the original Morrowind, aka The Elder Scrolls III remains a high watermark of roleplaying games for me. Why it’s a place I forever yearn to go back to. … [visit site to read more]
Poor Eoki just can't catch a break. I first saw the hapless Argonian huddling in a corner of a dirty island hut where we'd been stashed as newly captured slaves, and he followed me when I leapt into the surrounding waters in a daring escape alongside an assassin. And now, here in Sadrith Mora, hugging the eastern rim of the island of Vvardenfell, I find him in chains again. Four times he tried to escape after our escapade, and four times slavers drug him back. Now he's stuck toiling for Telvanni mages who bought him for a discount and don't give a damn for the Ebonheart Pact's ban on slavery.
I offer to free him myself, but he says he's going to be all right. He knows someone, you see—a fellow Argonian slave named Sun-in-Shadow who happens to be pretty handy with magic herself. It's more than mere trust: he's smitten with her. And now Eoki's pleading with me to go help Sun-in-Shadow with whatever she needs to rise through the Telvanni ranks and free them both.
This is the questline that captured my heart and attention in the closed beta for The Elder Scrolls Online: Morrowind. Others had me chatting with demigods and helping with the construction of the cantons of Vivec City, but it's this one that best shows what to expect from this new expansion. It's this one that shows ZeniMax Online gets Morrowind, while at the same time demonstrating that it's not hobbling itself with nostalgia.
The laziest MMORPGs think all you need for a quest is some reason to run out and kill or fetch a few things, but Morrowind shows Elder Scrolls Online in healthy maturity, mixing moving conversations like these with puzzles, pickpocketing, and the occasional pun. Long stretches went by when I didn't even pull out my weapon at all, and I can't say I minded much. Even better, all the tweaks the ZeniMax team has made over the last couple of years have finally left the game feeling about as "Elder Scrollsy" as an MMORPG possibly could.
Yet it'll never fully be able to shake off that disconnect between the expectations of the singleplayer games and an MMO. One of the first things I have to do after chatting up Sun-in-Shadow is steal an awful love poem a drunken dark elf Telvanni sent to a local wood elf—which is bad because dark elves are massive racists, mm-kay?—and now he wants it back lest she blackmail him. (And truly, it's criminal stuff, infected as it is with couplets like "O Ethrandora, I do adore ya" and "Your smile is so sweet like the sweetest guar meat.")So, massive Nord named Isleif the Unwieldy that I am, I venture into her private office to pickpocket her. It's, well, awkward. Ethrandora shows not the slightest apprehension as this tall stranger dawdles in her quarters, inching up and waiting for her to look away before rummaging in her pockets. There's a justice system in Elder Scrolls Online these days, but I can't help but think the guards would have already been on me in Skyrim. Heck, the whole time I kept expecting another player to burst in and shatter the illusion further. Anyway, I get the poem back.
"Hide the ink when next you drink," my character tells the Telvanni. It's not Shakespeare, but there's much more wizardry in that rhyme than in anything the dark elf scribbled.
The pickpocketing weirdness is a trifle. I'm grateful enough that Elder Scrolls Online lets me pickpocket and read bad poetry in the first place rather than just sending me out to kill a bunch of guars for their sweet meat. And anyway, action isn't far behind. Sun-in-Shadow soon sends me to the Daedric dungeon of Zaintirasis, where I have to steal some saint's finger bone before the rival Redoran clan gets it.
The laziest MMORPGs think all you need for a quest is some reason to run out and kill or fetch a few things, but Morrowind mixes moving conversations with puzzles, pickpocketing, and the occasional pun.
Even here Elder Scrolls Online adds variety to the MMO template and captures some of the spirit of the original Morrowind. To even get into the Daedric ruin, I need to solve a puzzle involving bowls and skulls left by followers of the unpredictable trickster Daedric lord Sheogorath. It frankly stumps me for a bit. It apparently stumps me less than other people, though, because a player with the delightfully beta-appropriate name of Nord-Warden-Test starts following me and mimicking my every move. Finally, the riddle clicks in my head and the lock clicks in the door. We're in.
Down into the dungeon we go, Nord-Warden-Test and I, slaying imps, skewering frightening floating eyes wreathed with tentacles, and plucking holy finger bones. I'm playing as a Warden myself, the new druid-meets-ranger class that comes with the expansion. It's what I've always wanted out of ESO, right down to the Aragorn-as-Strider style costume the class comes with. None of ESO's existing four classes ever really appealed to me, but I love the nature focus of the Warden, and the way I can call ghostly versions of Morrowind's famed cliff racers down on foes. I can shield myself in ice, do decent healing, and even summon a bear. There's a lot of outcry in the community right now about how ZeniMax weakened every other class in preparation for the Warden, but right now I'm loving it.
I bring the finger to another mage who's impressed by Sun-in-Shadow's initiative, and they agree to raise the clever Argonian up a rank from slave. But not without some reluctance.
"Lift one of these beasts up and a thousand more will follow," one of the Dark Elves says. Had to sneak some racism in there. Typical Dunmer. Typical Telvanni.And now Sun-in-Shadow wants me to buy some land with all of her gold. Poor Eoki, busting his scales on some construction project in a swamp, laments that she didn't just buy his freedom, but he accepts it. And so I'm off again to Vos, a tiny village nestled in the northern expanses of the vast island.
Ordinarily I'd need a map, but I knew where to go. This, after all, is Vvardenfell, the setting of one of the finest RPGs ever made, and the expansion's aimed largely at us who knew it well. In the early 2000s, beholding Morrowind's mushroom forests and complex social structures felt like a revelation, leading me to wear Morrowind shirts around my graduate school campus in the hopes someone would notice and share my joy. I'd say my awe at the breadth of its imagination largely put me on the career path I'm on today.
I know the poetry of its place names—Balmora, Ald'ruhn, Hla Oad—as well as I know the streets of my own hometown. Ordinarily the early hours of an MMORPG thrive on pure discovery, but riding through Vvardenfell here feels a bit like coming back home after years of absence. My adventures with Eoki and Sun-in-Shadow wisely take me all over it, whether it's in the Telvanni manors built into the hollows of skyscraper-tall mushrooms or the shadows of a volcanic mountain threatening the surroundings. Those surroundings are beautiful, too, even if they're crafted in that spindly, overlong style ESO prefers that I've never grown accustomed to. The play area of Elder Scrolls Online: Morrowind mirrors the exact dimensions of the original Morrowind, but it far exceeds the original in detail, whether it's in the lush trappings scattered about a Telvanni mage's tower or the ornate mosaics lining the walls of the cantons in Vivec City.
With such a strong legacy, Morrowind is the most logical point for a first expansion—there's little doubt about that, and it's stuffed with callbacks like the little registration hut in Seyda Neen where The Elder Scrolls III starts off. My time with Eoki and Sun-in-Shadow shows that this isn't merely an attempt to cash in on nostalgia; the quests I've gone on capture the essence of what made Morrowind great without retracing its steps.
Every book, every conversation, every building reveals a reverence for the lore and a keen desire to show this unique fantasy vision at another point in time. So far, it's an expansion I want to sample to the last drop. Best of all, if you're totally new to Elder Scrolls Online, you can kick off your adventures with a Morrowind-specific tutorial from the very start and jump into its adventures without having to worry about the core game unless you wish.
Hang in there, Eoki, we'll get those chains off you yet. Or so I hope.
The Elder Scrolls Online: Morrowind is out on June 6 for $40.
We've republished this feature in celebration of Morrowind's 15th birthday.
Vvardenfell is about half the size of Manhattan. You do laps around the island for hours, picking up incidental sidequests from the flawed populace holding on to their lives in musty townships like Balmora and Vivec City. This was a big deal in 2002. The Elder Scrolls toyed with open worlds before in the roughly 62,000 square mile procedural generation of 1996’s Daggerfall, but this was the first time Bethesda packed 100 hours worth of handmade design onto a beaming landmass and set the player free as soon as they stepped through the harbor. It might look quaint from the vast Imperial drama of Oblivion, or the treacherous hikes and dense hamlets of Skyrim, or, hell, the fully realized continent from The Elder Scrolls Online, but it was Morrowind where a generation first got their taste for the studio’s distinct, freewheeling fantasy.
It has been said that everyone’s favorite Bethesda game is the first one they play, as if stepping into that freedom for the first time is far more powerful and resonant than any prospective gameplay upgrades or graphical bumps. There’s probably no better proof than the community at Tamriel Rebuilt—a mod that’s been in development since Morrowind’s original release date.
According to legend, The Elder Scrolls III originally intended to include the complete Morrowind province, similar to Oblivion’s Cyrodiil and Fallout 3’s D.C. metro area. Limitations of processing power (and a desire to not rely on randomly-generated content) forced Bethesda to limit their scope to the gloomy island of Vvardenfell. Those scrapped plans were an enormous tease for players who fell in love with the island, so a fraction of the community took it upon themselves to complete that original, ambitious vision. 15 years later, it’s still not finished, and a group of amateur developers are still cooking up textures, models, and characters, stretching out the country a little bit further.
Joachim Haimburger started on Tamriel Rebuilt in 2005 at the tender age of 15. Today he heads the mod as a lead designer while studying to be a construction draftsman. This project has been a major part of his life for over a decade.
"I must admit I don't know the exact date [when Tamriel Rebuilt started]; I don't think anyone active in the project now does," he says. "None of the project's original members are still active, and quite a few of the current active members joined within the last two or three years. I think the main reasons people work on Tamriel Rebuilt are due to being inspired by the impressive work done by those who came before them and simply enjoying the process of working on the project."
That’s a sentiment echoed by a lot of people involved with Tamriel Rebuilt. The mod has taken on a mythic quality. When you step through the community’s incarnation of Morrowind, you’re traversing ground that was implemented by a legion of forerunners who were just as obsessed with this game as you.
"It's pretty cool to see where we came from. I do remember following the various releases of Tamriel Rebuilt and being interested in the project years ago, but naturally to me a lot of the stuff made before 2014 or so is "the old part of the mod" and the newer stuff is more personal because I actually worked on it," says Lauren, a modder who’s been actively working on Tamriel Rebuilt since the spring of 2015. "People usually ask, ‘when will you be done?’ and we don't have an answer for it, but we already made and released—in a completely playable state—so much. Our released content is the same size as Vvardenfell! That's nuts."
Work is usually assigned in a weekly meeting on Discord. The community settles on a major implementation project—like the overall look and aesthetic of a new area—and the diligent workforce stakes their claim of what they’d like to work on in the forums. If you page through Tamriel Rebuilt’s massive, sprawling "Asset Browser" subforum, you’ll find reams of doodads, NPCs, sound effects, and prospective quests authored by specific members of the labor pool. Lauren tells me that the assignment process is straightforward, because most people attach themselves to something that stokes their passion.
My favorite example might be the fan-penned literature for the incidental books you find stashed across a Bethesda continent. Tamriel Rebuilt intends to fill in the blanks of Morrowind as honorably and dutifully as they can, so of course there will be the Mysteries of the Worm.
Obviously generating a ton of original assets for a constantly-expanding universe like Tamriel Rebuilt isn’t easy, but everyone I spoke to involved with the project maintained that they don’t borrow content from other games—though they do share work with other The Elder Scrolls expansion mods. Part of that comes down to copyright claims.
"Bethesda historically has really frowned even on using assets developed for one of their games in another," says Atrayonis, a lead developer who’s been around the mod since 2005.
But you also get the sense that a blatant, easy plundering would double-cross this project’s soul. Why take a shortcut when it’s been in the oven for over a decade? Nobody involved with Tamriel Rebuilt is thinking about a release date. This project is a religion, and the rapture is far away.
"Tamriel Rebuilt is a volunteer project and work progresses only as fast as the available hands can do it. It takes a while for things to get made simply because there aren't so many of us actively working," says Lauren. "As well, technology marches on, and so many of the things that were done back in 2004 and such will at some point in the distant future get some more polish, once we're finished making the rest of the mainland, of course. So long as there's some of us around, we'll try to keep updating and polishing things."
For a long time a major part of Tamriel Rebuilt’s appeal rested in the fact that it was the only way you could experience the Morrowind mainland in a game. That started to change in 2014, with the release of The Elder Scrolls Online and its patchwork implementation of some of the province’s more notable locales. On June 6th, Zenimax Online will release The Elder Scrolls Online: Morrowind, an expansion that will introduce the island of Vvardenfell to the world—unleashing a hungry playerbase into a 1080p incarnation of the redwood-tall mushroom stalks and fire plumes they first explored 15 years ago.
I played and enjoyed Oblivion and occasionally still play Skyrim, but basically neither game had the same depth of culture and environment. That feeling of exploring an unknown world was gone.
Tamriel Rebuilt modder Lauren
It seems strange to commit so much effort on a mod when Bethesda themselves are doing the work. Is there really so much to gain in building Morrowind when Skyrim, Cyrodiil, and whatever’s next is waiting? The members of Tamriel Rebuilt have never pondered that question, because to them, that 2002 version of Vvardenfell represents a Bethesda that doesn’t exist anymore.
"I played and enjoyed Oblivion and occasionally still play Skyrim, but basically neither game had the same depth of culture and environment. Not once did I feel like I was exploring an alien world in either game," says Lauren. "Naturally, those two games run better because the engine's been updated, and naturally they come with gameplay improvements too. But that feeling of exploring an unknown world was gone."
She’s not wrong. It’s funny how a generation recognizes The Elder Scrolls by its subdued European fantasy. Tall, gleaming castles, regal elven ruins, a player-character with the power to speak dragon. In Morrowind, a meteor called the "Ministry of Truth" hangs over Vivec City, which the populace repurposed as a jail for dangerous criminals. Bethesda still occasionally touches on that strangeness—the Shivering Isles and the twisted Daedra keeps come to mind—but generally, that side of The Elder Scrolls is treated like apocrypha, the part of the universe reserved for DLC.
"Personally I don't really consider our version of Morrowind more authentic than Elder Scrolls Online, just more authentic to the version of Morrowind Bethesda was trying to portray in The Elder Scrolls III," says Haimburger. "Bethesda has made significant changes in how it has presented Tamriel and its denizens between all of its games, and I don't really see that as a bad thing. I liked The Elder Scrolls III’s Morrowind the most, but Bethesda's concept of what 'Morrowind' is changed during the course of that game's production, and was different before then, and changed afterwards. Putting it optimistically, Bethesda's approach lets people pick what interpretation they like best, and I hope Bethesda comes up with an ever better interpretation later down the line."
On the Tamriel Rebuilt website, you can find an entire section dedicated to how their interpretation of Elder Scrolls lore has diverged from the mainline games. It’s winding and pious, but also kind of beautiful. "The Elder Scrolls games, and with them the lore have moved on, in multiple directions, and Tamriel Rebuilt moved in their own unique direction as well," it reads. "Charitably, the projects are building on what we think made Morrowind great. Uncharitably, we are isolationist grognards stuck in their outdated playground."
They are holding onto their canon, their themes, and their tone. They are holding onto the moment they first fell in love with The Elder Scrolls. And they aren’t ever leaving.

I will admit to a certain wateriness in my eyes when I heard the music. The Elder Scrolls III: Morrowind was and is, I believe, almost more a state of mind than it is a roleplaying game. A strange and desolate place, built upon a foundation of distrust, it is almost aggressively lonely. As an RPG, the precursor to Oblivion and Skyrim is all over the shop, but that never mattered because it was a place to disappear into. The mist, the mushrooms, the menace. The music. Elder Scrolls games since have been playgrounds first and Other Places second, and I don t know how they can go back now.
Going back is exactly the plan. Morrowind is a standalone expansion-cum-relaunch of The Elder Scrolls Online [official site] (ESO), Bethesda s massively multiplayer spin-off of the series that gave us Skyrim. It’s due for release this June and I’ve taken a look.
It's no secret that Morrowind is my favorite Elder Scrolls game of all time, and so I very much hope that this Reddit thread, which claims to have datamined a map of Vvardenfell in The Elder Scrolls Online, isn't some sort of hoax. What it teases isn't exactly the land of Dunmer and the Tribunal as it was—there are no Imperial outposts, for one thing, because the island isn't an Imperial colony during the time of TESO—but it comes awfully close.
The poster claims to have found "a ton of new tilesets" for Redoran, Telvanni, and Hlaalu towns, Vivec (the city, not the God-King), Dunmer strongholds, and Dwemer ruins. Seyda Neen, the town where Morrowind begins, is also in there, and apparently uses custom assets that make it look exactly as it did in 2002. Red Mountain appears to be inaccessible, and the foreign quarter in Vivec, the largest city on the island, isn't there either. (Which, like the absence of Imperial castles, makes sense: The Elder Scrolls Online predates Morrowind by roughly 1000 years.)
But there will also be new places to explore, including Redoran and Hlaalu towns, one near the Andasreth stronghold and the other close to Caldera, that weren't present in Morrowind. Based on the development maps, it will also be the largest PvE zone in the game, even with Red Mountain cordoned off—possibly close to twice the size of the Wrothgar zone.
It's all unverified, but as VG247 points out, it's awfully detailed for a hoax. Also relevant is that May 1 will mark Morrowind's 15th anniversary, and given that it's the game that really pushed The Elder Scrolls series into the gaming mainstream, I'd be truly surprised if Bethesda didn't do something to celebrate. Giving players a chance to return to return to Vvardenfell, even centuries prior to the Septim Dynasty, would serve the purpose nicely.
Skywind and Skyblivion are fan-made projects that aim to rebuild the Elder Scrolls RPGs Morrowind and Oblivion within the confines of the more modern (and, let's face it, much prettier) Skyrim. Both have been in the works for quite some time: We got our first taste of Skyblivion in mid-2014, while Skywind dates all the way back to 2012. Rebuilding these sprawling worlds is obviously a slow, painstaking process, but the work continues, and the people behind each of them have recently released new trailers showing off their progress.
First up is Skyblivion, with the "Familiar Faces" trailer, the title of which will make obvious sense very quickly. Patrick Stewart, Sean Bean, and Sheogorath all put in appearances, but for my money it's the Adoring Fan who's the real star of the show. And he's come a long way from his original Oblivion look, hasn't he?
And then we have Skywind, which focuses more on the game world than its inhabitants, and for my money that makes it the better of the two. I think the Elder Scrolls peaked with Morrowind so there's obviously some bias at work here, but to me Skywind looks better developed, too. That may also be a result of the much greater leap forward that Skywind represents: Both games are well-aged, but Oblivion was a significant technological advancement over Morrowind, so the differences resulting from the move to Skyrim are less pronounced.
Skywind and Skyblivion are both part of the overarching Elder Scrolls Renewal Project, and you can follow along with their progress at tesrenewal.com.
Thanks, Eurogamer.
Did you wear the Colovian Fur Helm? If you played Morrowind you probably did. The Colovian Fur Helm is a piece of armor you can easily get at the start of the game it literally falls out of the sky for you, being worn by a wizard whose spell doesn't work as intended and you'll probably keep it for a while. At the start of Morrowind decent helmets are hard to come by, especially if you're cheap. The downside is that the Colovian Fur Helm looks like a big hairy nipple. No matter how badass the rest of your armor is, topping it off with a hat that makes you look like one of the Coneheads will ruin your ensemble.
I thought about that hat recently when I was watching Hearthstone designer Ben Brode answer criticisms about the recently added Purify spell, which players have called a bad card. Actually they've called it worse things than that, but let's stick with bad. Some players actually like winning with bad cards, Brode explained, before going on to discuss its potential for use in a non-competitive fun deck . Long past the point where it was a liability, I wore that silly Colovian Fur Helm because I'd started thinking it was funny defeating ghosts and monsters while wearing a conical nipplehat. It was bad, but that's what made it perfect for me.
Plenty of games have items in them that prove unpopular with players. Maybe they're equipment in an RPG, cards in a digital card game, guns in a first-person shooter, or power-ups in an arcade game. They could be ugly. Their stats could be terrible. Most players may shun them, but they still serve a purpose.
James Lopez, producer on the Borderlands series, provides me with the excellent names of several guns from Borderlands 2 that players considered bad: Flakker, Bane, Fibber, and Crit. They all had their moments to shine, however, as there was an ebb and flow to the popularity of guns in the games some were popular right off the bat but some were 'undiscovered' for a while until the community found things that made them special , he says.
The Flakker for instance is a shotgun that shoots multiple explosive projectiles. They detonate at medium range, making it almost worthless against distant or nearby enemies. Plus, it fires very slowly. While the Flakker seems underwhelming for a weapon of 'legendary' rarity, it does have its uses. The sniper character Zer0 can combine it effectively with his Rising Sh0t ability, which lets him earn bonus damage for a short duration after every successful attack. The amount of bonus damage increases every time you hurt an enemy, so a single good shot with the Flakker can max out that bonus, after which you switch to a better gun to make use of it.
The Bane on the other hand is a submachine gun that drops your movement to a crawl and constantly shouts at you. When you shoot it screeches like Jim Carrey in Dumb & Dumber making the most annoying sound in the world, and it announces every reload by bellowing Reloading! Even taking it out it will make it announce Swapping weapons! Dropping the in-game volume to zero won't prevent it from ruining your eardrums, either. And yet there are people on YouTube using The Bane to defeat Borderlands 2's endgame raid boss Terramorphous the Invincible.
Borderlands is an unusual case in that most of its guns aren't unique like the Flakker and Bane, but procedurally generated. They combine effects in randomized ways so you might end up with a sniper rifle that reloads almost instantly or a pistol that shoots burning bullets. It creates variety and depth, Lopez explains, as well as the possibility of the user getting a one of a kind gun that nobody else will have. You might pick up two Maliwan fire SMGs of the same level but they re not going to be the same. And it might turn out that one is more your play style than the other, and the one you don t like might be perfect for someone else in your party.
When you do find a unique gun in a Borderlands game, something with a name like Good Touch or Teapot, you know it's special. That inspires players to figure out why a seemingly bad gun exists instead of chucking it aside like the disposable randomized weapons Borderlands games are full of. As Lopez puts it, Giving them names creates a theme about the gun, a connection to how you got it, and can also inspire the community to learn more about it through forums, videos, wikis, etc.
At the other end of the spectrum from Borderlands and its millions of guns is Assault Android Cactus, a twin-stick shooter in which each of its playable android characters only has two weapons. Some are regular fare like a flamethrower or a beam laser, but the android named Aubergine wields something different: an indestructible drone called Helo that causes damage in a circle and controls like a fishing rod. Hold down fire and the drone moves further away from her; release and it's reeled back in.
Aubergine is the most divisive character in the game, says developer Tim Dawson, some people dig her, but a lot of players couldn't get their head around controlling her Helo drone while moving. She was meant to be an out-there character and push the envelope in terms of twin-stick shooter mechanics, but because she takes so much more work to get good at, plenty of people never did.
The drone has advantages, like being able to cause damage to enemies while you hide behind a wall, but it's tricky to get used to compared to more straightforward tools like the shotgun or the drill. Not many players bother getting to grips with Aubergine and her drone.
Even so, I'm glad she's in the game, Dawson says, she came about from realising our weapon designs were stagnating mid-development and sitting down to brainstorm something off the map. She's not only a good character for players who stick with her, but her existence in the game challenged us to make later weapons like the Railgun and Giga Drill more distinctive.
Assault Android Cactus also has power-ups that appear regularly throughout each level. Each power-up initially appears as a red Firepower boost (adding hovering guns to your arsenal), but if it's not picked up immediately will transform into a yellow Accelerate boost (adding movement speed as well as slurping pick-ups toward you), and finally a blue Shutdown (sending enemies to sleep). The fact that players can choose which of the three power-ups to collect by timing it right inspired a vigorous debate on the game's forum over which was best.
Accelerate came off worst of the three by a fair margin. Despite boosting speed, decreasing damage taken and pulling battery and weapon orbs in, some players began actively avoiding Accelerate, says Dawson, seeing it as a wasted opportunity to grab one of the other two power-ups, both of which had more overt offensive potential.
In the choose-your-own-adventure card game Hand of Fate, each of the player's items is represented by a card that becomes that piece of equipment and appears on your avatar when combat begins. They fall down on you like rain, if rain was made of helmets and axes. Though Hand of Fate is a very different game, just like Assault Android Cactus and its Accelerate power-up, players prefer equipment that has overt offensive potential .
According to its creative director Morgan Jaffit, Something we notice a lot is that people generally prefer items with direct effects, rather than those that act on another system. A good example there is Skullcap of Prophecy, which reduces your cooldowns if you kill an enemy with a weapon ability. There's a lot going on there for a player to think about how often do they kill enemies, how often do they get to use weapon abilities, how does reducing cooldowns help them, etc.
The Skullcap of Prophecy can be part of a powerful combo when used with weapon abilities capable of finishing enemies off, reducing the cooldown on the ability that triggered the Skullcap in the first place in a repeatable loop. Most players don't bother with it, however, preferring to use gear that increases damage directly or doesn't require a decent weapon to synergize with.
Gear that has negatives as well as positives generally gets picked less than items that are a straight benefit. Morgan Jaffit
Likewise, gear that has negatives as well as positives generally gets picked less than items that are a straight benefit, says Jaffit. Forbidden Armor give you bonus damage resistance, but stops you being able to heal. People tended to just wear slower, less effective armour instead of dealing with the downside.
And that's up to you. Choosing not to use items that handicap you whether they provide some balancing advantage or exist simply to let you challenge yourself or fit a specific theme you're roleplaying is a choice that's yours to make. But even if you do make that choice, the bad items you avoid still serve a purpose. As Jaffit says, you always need contrast. No single item is 'good' in the abstract, you need other items to compare them to.
If every card in Hand of Fate or Hearthstone was perfectly balanced for use with every playstyle, there would be no thrill to finding ones that suit you. If the power-ups in Assault Android Cactus were the same you'd never race dramatically across the level to grab the one you like, and if every gun in Borderlands was useful at every range and in every situation you'd never switch between them and find the perfect moment to bombard some bad guys with a shotgun that shoots exploding swords.
Even beyond stats, items with no value can be imbued with purpose by passionate fans. In Dark Souls, one of the starting gifts, a pendant, does absolutely nothing. Why would anyone pick it over a key that unlocks doors throughout the game? Fans of Dark Souls labyrinthine lore speculated on how the pendant might fit into the mythos until director Hidetaki Miyazaki revealed that it was basically a prank. But by then it had served its purpose, making Dark Souls just a little bit more mysterious.
That Colovian Fur Helm served a purpose too. When I finally sold it in favor of wearing something made of enchanted green glass, I felt like a proper hero for the first time, not that joker straight off the boat with the pointy head.
I would have missed the Colovian Fur Helm, but fortunately the shopkeeper I sold it to was so impressed he put it on immediately and continued wearing it for the rest of the game. Everybody's bad item is valuable to someone.