If you wanted to feel old today, think on this: Morrowind was originally released in 2002, making the game 16 years old. And for almost as long, modders have been adding their own creative touches to the game, including those working on "Tamriel Rebuilt". It's an ongoing project by fans trying to faithfully reconstruct the parts of Morrowind's landmass which Bethesda did not have time to make. Now, after many years of work, the modders have released their latest build, called Old Ebonheart, which adds brand new areas and questlines to the already-extensive mod.
As the name suggests, the addition focuses on the town of Old Ebonheart, which the modders describe as "the very heart of Imperial power in Morrowind, a slice of civilised Cyrodiil in the alien east". So civilised, in fact, it has a bank which will only let players open an account if they have a good reputation. Yet players will need to remain alert, as "danger and intrigue lurks" within. Travellers may lose their money or influence in the town, or something "worse" - whatever that's supposed to mean.
Judging by the sounds of it, players may well want to go on a country getaway, which is doable as the modders have also created a range of new settlements in the Aanthirin region. In these, players can find local dialogue, a new (non-player) guild, and a host of miscellaneous quests.
I know few virtual places as intimately as Seyda Neen, the port in the southwest of Vvardenfell where your Morrowind character begins their adventures. I’ve fleshed out dozens of characters in its Census and Excise office, and I’ve bought many a starting weapon at Arrille’s Tradehouse. I’ve passed the necromancer’s tower countless times, and I’ve…
Hang on, that isn’t right. There’s no necromancer’s tower on the outskirts of Seyda Neen. Actually, I don’t recall there being this many shacks clustered on the coastline. And was that shady-looking tavern with the red lantern outside always there? What in Vivec’s name is going on?
Such is the sensation of exploring Vvardenfell with the Morrowind Rebirth mod installed. This enormous mod remodels huge chunks of terrain, expanding towns and adding new dungeons and adventures alongside swathes of other content. It also achieves this with such a delicate hand that, if you haven’t played Morrowind for a while, you might struggle to identify where the old Morrowind ends and Rebirth begins.
Morrowind Rebirth was first released in 2011, starting out as a collection of town-overhaul mods created by trancemaster_1988. Since then the mod has received 44 major updates that basically give the topography of the entire island a makeover, adding a truly staggering amount of new and modified places to explore.
Unsurprisingly, a large amount of the mod’s focus is on expanding towns and settlements. Almost every scrap of civilisation has been altered in some way. Caldera, the Imperial mining town northeast of Balmora, has seen new buildings and shops introduced within its walls, while the perimeter has been remodelled to include farmsteads with working windmills. Meanwhile, the massive city of Vivec has seen its entrance area overhauled, with a range of shops, houses and warehouses added near the Silt Strider port. Even tiny villages, such as the northern outpost Dagon Fel, have been expanded.
One of the towns that has received the most attention is Balmora. Rebirth’s interpretation has not one but two entirely overhauled districts – one near the town’s south gate and the other on its northern hillside. These include multiple new merchant vendors such as a Scroll specialist and a seller of magical clothes. Alongside trancemaster’s own work, Morrowind Rebirth incorporates third-party mods, such as Balmora Underworld, which adds a vast subterranean market. Beneath that lurks a labyrinthine Dwemer ruin for players to plunder.
What’s particularly impressive about these additions is how seamlessly they fi t into Morrowind’s landscape. These new buildings aren’t simply plonked down wherever there’s space, trancemaster has painstakingly moulded the game’s terrain to accommodate for them. Beyond the game’s urban centres, trancemaster has added various new adventures and perils. These include bandit camps to raid, and multiple new dungeons, including a new Daedric realm to explore, and unique sights such as, err, mass graves.
It’s worth noting that Morrowind Rebirth doesn’t add many quests. At least, not ones that will be recorded in your journal. Instead, Rebirth’s adventures are less offi cial, taking the form of notes pinned to walls that hint at the location of an item or a stash of gold, or bounty hunters that will track you down if the price for your head reaches a certain threshold. Rebirth also doesn’t make signifi cant changes to the game’s visual prowess, although it does make landscapes more varied, while adding visual variety to recurring NPCs like Imperial guards and skeletons.
Alongside its many additions, Morrowind Rebirth also makes a massive number of balance changes. Hundreds of mechanical values have been tweaked, from the damage of different weapons to the weight of items and the price of travelling via Silt Strider. It’s impossible to go into these in any great detail, but the general effect makes levelling slightly slower and the diffi culty more challenging. Personally, I always felt Morrowind was slow and challenging enough, but this does spread your progress out more evenly across the mod’s increase in scope. Plus, if you get stuck, that’s what the diffi culty slider is there for.
What I like most about Morrowind Rebirth is how natural all the additions appear. It makes Vvardenfell feel as if it has grown and evolved during your absence, like returning to your hometown after years away, only without the disappointment at discovering your favourite coffee shop has been replaced by yet another Starbucks. It doesn’t feel like the game has been modded. It’s more like time has simply moved on. If you want to know just how much has changed while playing, however, keep an eye out for hanging lanterns. These are trancemaster’s calling card, and you will be seeing them absolutely everywhere you go.
A new video of Beyond Skyrim: Morrowind, a wildly ambitious upcoming mod for The Elder Scrolls V: Skyrim, gives a look at its version of lands from The Elder Scrolls III: Morrowind. This isn’t one of those mods remaking Morrowind, mind. The wider Beyond Skyrim project wants to revisit lands from older Elder Scrolls games, exploring how they’ve changed in the hundreds of years since through new stories which are contemporaneous with the events of Skyrim. How is Morrowind looking after all these years? Not that great, what with the devastating volcanic activity and all. Observe:
There are more wonderful games being released on PC each month than ever before. In such a time of plenty, it’s important that you spend your time as wisely as possible. Thankfully, we’re here to help. What follows are our picks for the best PC games ever made. (more…)
Update: Patreon has removed the fraudulent campaign page for violating its TOS, specifically with regards to "impersonation:" With allowances for satire and comedy, " You cannot pretend or impersonate another creator, such as using someone else's name, brand, or content in order to raise funds."
Original story:
Morrowind, the best of Bethesda's long-running Elder Scrolls series (and I'll hear no more about it), is set on Vvardenfell, an island within the Dunmer home province of Morrowind. The mainland is never properly seen: The Tribunal expansion technically takes place there, but it's contained entirely within the walled city of Mournhold and so doesn't really count. It's a shortcoming that the ambitious Tamriel Rebuilt mod, which we took a closer look at earlier this year, aims to overcome by recreating and adding all of that missing landmass to the game.
The project is entirely volunteer, which is one of the reasons there's no end in sight after more than 15 years of work. It's also why you probably wouldn't be surprised to see a Patreon campaign supporting its creation. Don't back it, though, even if you're a big Elder Scrolls fan, because it's a fraud.
"There is currently a link going around to a Patreon page masquerading as our official account, asking for donations to keep Tamriel Rebuilt running," a message on the official Tamriel Rebuilt website warns. "This account is not affiliated with us in any way, shape or form. We do not have, nor do we plan to have, a Patreon account at all."
The mod makers say they've made Patreon aware of the situation, but the campaign remains up for now. Fortunately, nobody has donated to it so far. (And to help keep it that way, I'm not linking to the campaign page.)
Despite not being complete, Tamriel Rebuilt is playable as a work-in-progress. You'll need a copy of Morrowind and the Bloodmoon and Tribunal expansion to dive in—if you've got all that, you can download the most recent release of the mod here.
Thanks, PCGamesN.
I have never seen a more tragic comments section than the one from a few weeks back when we asked our readers to share their most tragic save file disasters. Over 200 of you shared stories of despair and woe as hard drives crashed, Uplay cloud saves glitched, or a simple misclick spelled doom for countless hours of gaming.
We've collected the saddest, most heartbreaking stories below so that you can wallow in their misery. And if you didn't get a chance to contribute your own story, do so in the comments.
This one hits hard because the emotional loss is so apparent. It's one thing to fall in love with your Morrowind character and your adventures together, but Bear's story of losing his entire library of collected books in Morrowind because of a virus really stings.
My first Morrowind character. I had made an Argonian and enjoyed the wonders that the game had to offer, discovered mods a number of hours in, got myself a few decent ones, joined House Telvanni to appreciate the irony of being an Argonian and of Telvanni, and progressed very little on the main questline but became deeply infatuated with the world.
I kept telling myself, I'll do the main quest later, and something would come up. When the "something" was the Thieves Guild, I became captivated with in-game theft, and I claimed a home that was empty after I'd murdered the owner as my loot den.
I use the word loot loosely. I was only interested in one type of item to steal: books. I ventured back and forth across the continent stealing every book I could manage, piling stacks of books as high as I could manage in my den of ill-gotten goods, occasionally tossing other stolen things on the floor, but my pride were the hundreds of books stacked taller than my Argonian. The small room would take a good ten minutes to load because of the sheer amount of books. I'd take detours while exploring just to raid places looking for books. Even if I got one book, I was pleased to be able to add it to my collection.
This was the first time I'd pumped so many hours into any game, ever. It was probably 2003 or 2004, and I had a PC that was rough around the edges at best. It was passed to me by my father as a reject for his own uses, no doubt in hopes that I would get my 12 or 13-year-old behind off the family PC with minimal trouble, and it worked. Until my young self made an uneducated choice in my forays on the internet and I picked up a particularly nasty virus while trying to download some free graphics editing software. The PC wouldn't boot. My father refused to help me fix it (apparently he had regrets for giving me my own PC, because my internet usage increased rapidly) and I couldn't figure it out.
My father finally just reformatted the hard drive and when I went to restart Morrowind, my hundreds of hours and couple years of gameplay was lost. I'd just lost the one thing that helped let me escape the troubles of being a bullied, friendless kid so easily before.
Not all of these stories have to do with losing a save file entirely. Some deal with the existential horror of being trapped in one location, never able to escape. Of course, that horror becomes a lot more tangible when there's a giant xenomorph rapping at your chamber door.
Alien: Isolation is a bit mean with the saving system. You have to find what looks like a retro telephone booth and dial a number, making sure that Mr. Alien is not about to skewer you with his tongue or show you his six freaky fingers. You can only go back two save points, so you have to be very careful.
After a month spent hiding in lockers and wetting myself, I'd progressed through the game painfully slowly. I was escaping from the nest and it looked like I was finally getting Amanda off Sevastapol for good. I only had to take a lift up to a safer level. Sadly, I dropped a gun while being chased by the Alien and it got wedged in the door in a very glitchy way. The glitch meant that although I could take the lift, the next level wouldn't load. I was stuck! I couldn't retrieve an early enough save file to avoid the glitching gun. I haven't had the courage to replay the entire game to get to that point, so I'll never know if Amanda made it.
She's left forever in that lift with the Alien banging on the door outside.
Listen, people make mistakes. Sometimes those mistakes can hurt us, but I'm not sure if I'd ever end a relationship over a lost game save. But I guess The Witcher 3 isn't your average game.
Some time ago, my ex girlfriend wanted to play The Witcher 3 and I shared it from my Steam library with her. One day she played it in my PC, and when I came to play I realized that the save files in The Witcher 3 are the same when you share from your Steam library, and she saved her game in the same slot as mine. I lost my lvl 55 Geralt, my witcher gear and swords—everything. My time in Ard Skellige looking for treasures didn't serve for anything. I broke up with her some time ago and I use this story to explain why she is now my ex hahahaha.
I'm sure parents are equally as responsible for deleted saves as failing hardware. But there's something especially tragic when it all happens because they were trying to do something nice for you.
Commenter: Robáird Mac An TSaoir
In the late nineties, my dad surprised me for my birthday with some PC upgrades: a new monitor, bigger hard drive, and new graphics card. Of course, he'd wiped my old hard drive. Ten years of save files, writing, gig upon gig of films and music, all gone.
Commenter Grom Hellscream sums up the tragedy perfectly:
"Happy birthday, son. I formatted your entire childhood."
If you've ever saved immediately before your demise only to find that you're now stuck replaying your death over and over, you can sympathise with Berty Bennish's story.
I was playing the first Call of Duty back when it first came out. I would regularly save my games but in this instance, my last save was a couple of levels before the incident. It was the daylight St. Mere-Eglise level. After destroying the tank that comes out of the wall I ran round the corner heading towards where you would get in the car. I killed a couple of guys and ran a bit further. Game decides to auto save right when a German soldier pops round the corner and blasts me in the head. Instant death.
Game loads.
Instant death.
Game loads.
Instant death.
and so on…
What's hilarious about this particular story is that another one of our commenters had nearly the exact same problem.
When I was playing Call of Duty, way back in the day, there was a tank section. I hadn't saved for the entirety of the (rather long) mission, and contrived to save at the exact moment a shell was fired in my direction, a shell which would wipe me out.
Every time I tried to reload, the shell would fire and I would die. Over and over. I was shattered.
If a psychologist interviews me years from now and asks me why my dreams often have intermittent flashes of light, this is 100 percent the reason. Poor old toddler me.
Parents have unwittingly destroyed thousands of hours of time invested into games, but Zach Fathaigh's story flips the script. I'm assuming his mother had a hard time looking at him for a few days after.
1996's The Realm is a fun proto-MMO that my mom was obsessed with. You get four or five character slots, I can't remember which. My mom let me have one of those slots (thank you, Mom). My older brother asked me what the game was like and I wanted to show him how fun it was to start a new character. So I looked at the list and saw Mom's two really badass characters, my character, and a level 1 naked character. I deleted that one to make room for my brother's character.
The deleted character was a mule with hundreds of hours worth of loot. I forgot about this incident entirely until my mom reminded me of it over the weekend.
Sorry, Mom.
We've all had hardware fail. Picking up and starting a game from the ashes of an old save is awful. Having to do it twice? No thanks.
Christmas of 1999, I get the one game I really wanted under the tree. That big, ugly (beautiful?) orange and purple box. Planescape: Torment. From Christmas day until just before New Years, I put about 25-ish hours into the game. I was really into it. Then my hard drive crashed. I was devastated. I had the computer fixed within a week, but it took me another month or two to work up the nerve to start the game over from scratch. I did it, though. Even made some slightly different choices. It was a bit tedious to read ALL that text again, but after a good 15 hours or so, I got back to where I'd been. Played another 20-ish hours and... BAM, another hard drive crash.
Here's a tip, kids: Don't skimp out on your power supply when building a PC. It killed two hard drives before I knew the cause. Anyway, to say it was soul crushing was an understatement. I haven't beaten Planescape: Torment to this day. I've tried going back to it, but I end up losing interest before I ever get back to where I was. Best RPG of all time? Maybe. It's too painful for me to be able to ever know.
Speaking of hard drive failures, I can't stress enough how important it is to back up important projects. We had countless stories about people losing game saves, but entire games? Seriously, don't wind up like Matt.
I once made an entire game in RPG maker VX-ACE. It was called the Tower of Trials. It was short and utilized only the assets the game provided. It had some random elements, little story, and was intended for short-runs about 30-40 minutes long. I worked on it for two years, starting on my old laptop and eventually finishing it on my first PC. It was my own little project and only a few of my friends played it. Then I discovered why people told me not to buy cheap HDDs. My hard drive crapped out on me and two years of work was lost. My oldest version of the game was on my old laptop and only had three floors of the tower completed. Needless to say, my current rig is running on a Samsung SSD.
It's one thing to lose a save file, but to lose the ability to play a game altogether? Now that's tragic.
Back in elementary school, 2001 or so, I really liked Harry Potter. Neither me nor my parents could afford a PC or anything to play modern games (had an Atari 130 XE though), so I was very happy when someone left Philosopher's Stone installed at the school's computer lab.
I could only play video games for a limited time after classes, so I only made it to Herbology Class over the course of several months. The game felt amazing to me, probably because I was reading Harry Potter books around the same time.
Once I went to school as usual, but after arriving I noticed it was completely deserted. Normally, entire halls would be filled with sounds of children playing but there was not a single soul in sight. I went upstairs. After walking around for a minute, I was spotted by the principal's assistant who rushed me to the cafeteria.
When we arrived there, I saw that all students were crammed inside. I quickly learned from colleagues that the school was robbed overnight. Robbers broke the window and stole a boombox, whole bunch of chocolate bars from school's kiosk, and every single PC from the lab. I lost not only the save file I worked for what felt like eternity, I lost the ability to play my beloved game in the first place.
These were just a few of the great stories our commenters told us. For the rest, be sure to check out the comment thread from last week.
Some comments were edited for grammar and clarity.
Multiplayer has arrived in The Elder Scrolls III: Morrowind thanks to a project based on the fan-made replacement engine OpenMW [official site]. Earlier versions of the TES3MP side-project previously only supported PvP, as NPCs wouldn’t synchronise between players, but now you and your pals can roam the land, messing with NPCs and questing and murdering and whatever else you might fancy. This is a huge step. TES3MP also supports scripting so people can fiddle with the game and even make custom modes; one alpha tester already made a Battle Royale mode. (more…)
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.