-1 - Graphics changes -
This category contains small extensions or modifications to the graphical part of Morrowind's engine. Some options allow for mods to make better use of the game engine than was otherwise available before.


128 Rain/snow collision
Makes rain and snow stop falling through static objects, allowing you to take shelter under buildings and trees. Increases CPU load during these weather conditions; there will be a small performance hit, less if you have a fast processor. Please note this patch doesn't affect ash storms or blizzards, as the weather particles become too big to collide effectively.

To work as intended you should increase the range weather is rendered, change your weather settings in morrowind.ini:

[Weather Rain] change these:
Rain Diameter=1200
Max Raindrops=1500
[Weather Thunderstorm] change these:
Rain Diameter=1200
Max Raindrops=3000
[Weather Snow] change these:
Snow Diameter=1600
Max Snowflakes=1500


131 Bump/reflect map local lighting
Bump and reflection maps, including enchant glow, are now dependent on local illumination. The bump/glow intesity reflects the local light level instead of being at full brightness. More simply put, bump mapped and enchanted objects won't shine at full brightness in dark areas. This is intended to be used with modded items that include bump mapping.


130 Over-the-shoulder third person camera
Moves the third person camera to a position over the right shoulder. The camera position is fixed; if you want to adjust the camera position, using MGE 3.8.2 or later will allow you to do so.


133 Reduce camera clipping
Disables the camera snapping behaviour in third person mode if NPCs or activators are blocking the view. Reduces camera jumping when moving past NPCs, creatures, etc.

Recommend for use with riding mods. May cause the camera to ghost through activatable doors in tight interiors.


-2 - Game mechanic changes -
Changes in this category alter the way that Morrowind game mechanics work. Many of them change the feel of the game, often making it harder and more realistic. Some of these settings can have a dramatic effect on how you play the game.


45 Toggle sneak
Makes the sneak key toggle sneak on and off instead of having to hold it down.


71 Swift casting
Allows the player to immediately cast from any stance by using the 'ready magic' key, instead of having to switch first. You can cast while holding a weapon; NPCs are also a little quicker to cast and can hold weapons while doing so. Using quickslots no longer changes stance when you select a spell or magic item.

You are still able to get to ready magic stance with the 'M' key. If any mods add scripted spells, you may still have to ready your hands first for the scripted spell to work, if the mod requires it.


77 Pickpocket overhaul
Picketpocket in vanilla Morrowind is a broken mechanic. When pickpocketing, you go below the minimum chance cap to steal for any item over 100 septims, even with all maximum stats. Normal characters have under 10% probability to get anything at all, and are often caught just closing the pickpocket window.

This reworks the whole pickpocket calculation to be based on weight, and loosens the chances of being detected. It is generally much easier to get started if you choose a thief, and the best things to steal are the lightest - jewellery and gold. You will have to pick your targets carefully, scouts, other thieves and seasoned adventurers are more likely to notice you. Grabbing anything noticeably heavy such as a book or a weapon, is very likely to give you away.


90 Alchemy potion weight rebalance
Fixes some problems with the alchemy process.

Unfortunately the standard potion weight function has incomplete coding, which leads to multiple problems calculating potion weight. Potion weight becomes much lighter than normal if you make several types of potion in the same session. Potion weight could be reduced by adding low weight ingredients that contributed no effects to the potion.

Even without bugs, a complete beginner at alchemy can make 0.1 weight potions with standard Morrowind, 60% lighter than the most expensive exclusive potions - you could carry 100 of those for 10 encumbrance.

Therefore, final potion weight has been revised to take alembic quality into account instead of number of ingredients, while staying in line with the more common purchaseable potions:
potion weight = (0.75 * total ingredient weight + 0.35) / (0.5 + alembic quality)

A good alembic will make your potions much easier to carry, and with the best alembic and ingredients you can create potions weighing the same as an exclusive potion.


69 Enchanted item rebalance
Reduces the effect that enchant skill has on item charge use. Enchant was heavily weighted so that charge efficiency went up to 10x compared to base cost (at maximum skill), in strong contrast to spell casting which does not cost less with higher skill.

Enchanted on-use items now have a cooldown of 4 seconds between uses, in order to reduce the extremely high damage possible from a zero cooldown mechanic. In comparison, spells take about 2 seconds to cast yet can fail, be silenced or magicka drained.

These both reduce the very strong abilities of enchanted items, to allow other magickal skills to be effective in comparison.

In vanilla Morrowind:
At enchant skill 0, using an enchanted item uses 1.1x base charge cost;
skill 40 uses 0.7x charges (1.43x total casts);
skill 70, it uses 0.4x charges (2.5x total casts);
skill 100, it uses 0.1x charges (10x total casts).

With this option enabled:
At enchant skill 0, using an enchanted item uses 1x base charge cost;
skill 40, it uses 0.9x charges (1.11x total casts);
skill 70, it uses 0.825x charges (1.21x total casts);
skill 100, it used 0.75x charges (1.33x total casts).


91 Item recharging rebalance
Doubles the success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and attributes.

On recharging, standard Morrowind first rolls against your enchant skill plus a fracion of your attributes to check if the recharge succeeds at all, then it restores a random percentage of the soul gem charge to the item. It is possible to succeed but obtain only a minimal recharge, no matter what your skill. The success rate is also a little difficult, normally being 25% if you have no enchant skill, and requiring over 60 enchant to be reliable.

This option makes recharging have a success rate of 50% at 10 enchant skill, to 100% at over 60 enchant. Items will be recharged a minimum percentage based on your enchant skill and attributes; you are guaranteed at least as many percent restored as your enchant skill if you are not fatigued. There is also a maximum percentage restored, which is 166% of the minimum cap.

As weapons typically use low amounts of charge, it becomes viable for combat characters to recharge their weapons with soul gems. Higher skill levels will make recharging artifacts and highly magical items viable.


65 Soulgem value rebalance
Rebalances soul gem values such that they are not an excessive source of income or ridiculously overvalued, while still reflecting the usefulness of greater souls. Value now depends solely on soul size, the empty soul gem value no longer matters.

Some selected examples:

Kagouti .............. 20 soul ....... 41 septims
Bull Netch ........... 50 soul ...... 113 septims
Scamp .............. 100 soul ..... 300 septims
Ogrim ............... 165 soul ..... 779 septims
Hunger ............. 250 soul .... 2063 septims
Golden Saint ....... 400 soul .... 7200 septims


43 Arrow enchanting
Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem; larger souls are more cost efficient at this. This is not considered balanced, but a fun feature. The default enchanting capacity of these items may need to be modified.


14 Enchanting increases item value
Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and the type of item enchanted.

This has been rebalanced since MCP 1.6, for more reasonable prices in-line with the soulgem rebalance option.


66 On-use ring extra slot
Allows rings with an on-use enchant to be equipped along with any two other rings. Selecting a ring from the magic menu will equip an on-use ring in a third ring position (this is limited to on-use rings). This lets you use two constant effect rings without having to re-equip one every time you use another ring.

Further selections will replace the last ring equipped, which should be the on-use ring. If you are changing constant effect rings, you should unequip any on-use rings, otherwise one of the constant effect rings may be unequipped next time you use the magic menu.


44 Fortify maximum health
Changes the Fortify Health spell to behave more like Fortify Maximum Health. The effect will now increase both current and maximum health. This allows a constant effect fortification to be useful.

Warning: Remove active Fortify Health effects from the player before activating this fix. It cannot automatically fix spell effects that were cast before it was installed.


73 Racial variation in speed fix
Removes the influence of race height/weight from the movement speed of characters. This will alter the speed of your existing characters depending on race. You may want to adjust speed after enabling it.

The race weight setting is used to scale the body size, but it also scales the movement animation, making Bosmer move at 95% normal speed, and Orcs at up to 135% normal speed, before any speed stat was accounted for. Characters with the same stats should move at the same speed now.


88 Argonian clothing choice
Makes Argonian females prefer to wear male versions of armour and clothing. To avoid looking like a mammal.

This is a convenience such that mods don't have to individually account for Argonian-specific versions of their items.


67 NPC AI casts zero cost powers
Enables NPC AI to select and cast zero cost powers. The AI prefers to cast their higher cost spells, so all zero cost powers are given the importance of a 20 magicka spell.

This does make the game significantly more difficult, as standard powers can be powerful or frustrating. It is challenging; you should be aware of what the racial powers are, and if any active mods change them significantly.


68 Permanent barter disposition changes
Makes the disposition you gain or lose after a successful or failed barter stay permanently, even after you say goodbye to the merchant.


15 Allow stealing from KOed NPCs
This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message when you activated them.

This may also allow you to talk to some hostile NPCs, if you manage to sneak up on them before they start beating on you. Not an intended feature, but interesting. It does not affect how NPCs become aware of you otherwise.


18 Exhaust NPCs with Damage Fatigue
Normally, NPCs collapse with exhaustion when their fatigue goes below zero. This can normally be caused by drain fatigue spells or hand to hand combat, but damage fatigue spells could never reduce fatigue below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. Ideal for the budding necromancer.


40 Strength-based hand to hand damage
Normally, hand to hand damage is only based on the hand to hand skill of the player, ignoring all other stats. This option makes it vary with strength. The damage caused is equivalent to vanilla Morrowind damage at 40 strength and increases up to 2.5x at 100 strength.

WARNING: This may cause werewolves to become lethal killing machines. You may want to mod werewolf damage or turn this option off later to compensate.


16 Spellmaking max. magnitude increase
Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (i.e. feather, burden). Spell magnitude limit when making spells has been increased to 500 (from 100).


17 Spellmaking max. duration reduced
Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise.


41 Spellmaker/enchant multiple effects
The spellmaker/enchantment maker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. As an example you can make a fire spell with both upfront damage and a slow burn.


42 Spellmaker area effect cost
Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. This option makes the area effect multiplier (1 + area^2/400). 

As a guide, a 20ft radius spell costs twice as much as a single target spell, a 30ft radius costs 3.25x, and a 40ft radius costs 5.0x.


70 Hidden traps
Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects.

The trapped display normally appeared no matter what your security skill was, trivializing the idea of traps. Now you have to rely on your wits.


86 Detect life spell variant
Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures.


78 Loud interface sounds fix
Tries to avoid extremely loud interface noises. Sets sounds that appear to be incorrect volume to play at minimum volume instead.

Do not use unless you have problems with very loud sound events, it is an approximate solution and may affect more sounds than necessary.


-3 - Mod related features -
Additional features to support modding.


57 Allow scroll enchant price modifier
Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. The price to create a cast once item is multiplied by the previously unused game setting fMagicItemOnceMult, allowing viable production of scrolls when used with a mod that adjusts that setting. There will be no difference in price unless you use a mod which modifies this game setting.


54 Hi-def cutscene support
Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). Requires an above average perfoming system.

For modders: Bink video isn't suited for super high resolution, a resolution of 1280x720 at 24fps should decode at full speed for most end users. Good quality video is encoded at a bitrate around 1 Mbyte/sec, but it depends a lot on the content.


132 Improved animation support
Improvements allowing for higher quality animation mods:

- Allows extra bones on humanoids (see readme for details).
- Fixes PlayGroup and LoopGroup to work immediately and for the whole body.


84 Service refusal filtering
Allows modders to filter service refusal by individual service type, instead of having to provide or refuse all services. This allows more scriptable service limits like training limits or quests/bribes for additional services.

The choice dialogue function indicates service type, see the readme for modding information.


87 Scripted music uninterruptible
Prevents combat music from interrupting music played by the StreamMusic script command, so that music mods can choose when to transition to combat music themselves.


76 Disable weapon transition on unequip
Prevents the game from playing the lower weapon animation when equipping some items or selecting hand to hand mode. Most of the time, this animation state would only last one frame, causing transient behaviour with scripts that detect it.


-4 - Interface changes -
Options for a more versatile user interface.


256 Map expansion (for Tamriel Rebuilt)
This patch is primarily made to accommodate Tamriel Rebuilt. It resizes the map to show a larger area of Tamriel than before, and moves the map origin to the south of Vvardenfell. 

It is possible to zoom in (2x) the world map to get a better view using PgUp/PgDn. It uses magnification, so the amount of visible detail is affected.

Map boundaries:
Original map: (-28,-28) to (28,28)
Expanded map: (-51,-64) to (51,38)
The scale is reduced to 5/9 of the original.

Savegames created before this patch is activated will have their maps automatically rescaled, there is no need to make a new game. If you remove this patch, you should use Wrye Mash's Update Map command to fix the map.


258 Disable map smoothing
Sets the map display to use pixel resize filtering, intended to improve the appearance of world map zoom. The world map will appear pixelated instead of blurry, and town markers appear sharper. This may be a matter of personal taste.


267 UI display quality fix
Seriously improves UI clarity, by fixing the code for aligning UI drawing to the screen. Text, icons and frames should appear as sharp as the source textures are, no longer blurring by up to half a pixel radius.

Warning; Currently causes problems with MGE shaders (but not MGE XE). MGE expects an unaligned matrix when detecting if the UI is drawn, and so fails to detect the change, instead drawing shaders on top of the UI.


82 Shortcut key improvements
Adds some streamlining to the user interface, through simpler default behaviours.

The dialogue window, books, and scrolls can now be closed with the space bar.

Normally, while picking up stacks, holding down shift while clicking would pick up a whole stack without a quantity window, and holding down ctrl would pick up one item. This option makes a normal click pick up a whole stack by default, and holding shift instead makes the quantity window appear.


261 Unrestrict menu size
Removes the resizing limits of the stats menu and magic menu, allowing you to use larger fonts, or see all skills at once.


262 Larger service/chargen menus
Increases the size of the repair and recharge item windows for better visibility. Also increases the size of the birthsign menu and reduces the text leading. Improves the race menu abilities tooltip.

Requires a vertical resolution of at least 600 pixels.


259 Display more accurate item weight
Makes the item tooltip display weight to two decimal places instead of one, matching the accuracy allowed in the Construction Set. Allows better assessment of very light items.


265 Journal text colour configuration
Allows journal text to be set to colours other than black by editing the color_journal_topic setting in morrowind.ini. Intended for use with replacement fonts.

Recommendation for Better Dialogue Font:
color_journal_topic=27,22,12


89 Vanity camera lock
The vanity camera stays active after you release the key, and camera controls are unrestriced so you can fully tilt up and down, and zoom out a large distance. Mouse movemement controls both the camera and the player in this mode, though it is still primarily designed for viewing. Tap the vanity camera key to return to normal view, or hold it down to reposition the camera without moving the player.


-5 - International -
Adds greater compatibility for localized versions of Morrowind.


257 Main menu wider textures
Doubles the allowed width of the main menu frame and buttons, for localized editions of Morrowind. Allows the use of longer words in translated menu button textures.

This MUST be used with double width texture replacements for all of the main menu buttons. Do not use if you do not have replacement textures, otherwise the main menu will appear off-centre.


260 Polish keyboard support
Changes the input functions to allow Polish characters to be entered using standard Alt+key combinations. It also fixes missing characters in the console font. Based on Polish programmer's keyboard.


266 Polish character corrections
Requires the Better Dialogue Font mod, Polish version. Do not enable this if you don't have it installed.

This should fix the display of characters  and  (they normally display as O and ) in dialogues and menus. Caused by a combination of bad character table and a missing character in the font file.


263 Japanese localization
Allows Japanese language fonts in dialogue.

Original code by TObject, included with permission. This patch has been integrated to avoid any conflicts with other MCP options.

Additional steps required to work:
1. Download the Bloodmoon localization Ver.0.05 data from http://tobject.web.fc2.com/
2. Install Japanese font by following instructions inside the archive.
3. Enable this patch instead of using the JaEx patch exe.


264 Russian Argonian swim animation
Fixes detection of the Argonian race id in Russian localized versions, so that the unique Argonian swim animation will be shown properly.


-6 - Bug fixes -
Fixes the many bugs in Morrowind's code that otherwise could not be fixed from within the game engine. These options are all enabled by default.


1 Savegame corruption fix
This patch reduces the amount of save game corruption by fixing the load and save system within Morrowind. Savegames remain fully compatible with original Morrowind, but remember you may encounter crashes when reverting because of conflicts this patch fixes. It also speeds up loading times, and removes conflicts when two mods make additions to the same cell.

How it works:
There are three separate changes to this fix.

The local ref bug fix. Morrowind's loader used a flawed system which causes many corrupt references, disappearing and doubled objects and some crashes on load. The reference loader has been redesigned to avoid the majority of these issues. This applies to both mods and savegames.

The mod loader can now identify inserted and deleted mods properly, by matching their filenames. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It is still recommended to use Wrye Mash to update changed mods in place.

Clean saving. Morrowind now effectively cleans your savegame every time you remove a mod, with the same effect as removing a mod using Wrye Mash. This does reset everything the mod has changed, in particular NPCs and items placed in the world. If you wish to retain the changed information, you will need to use the new Keep Replaced Refs feature. Read the readme for details on how to use it.


37 Delayed spell crash fix
If you left a cell while an NPC was still doing its casting animation, the spell it was casting could get stuck in memory, and cause a crash 72 game hours later when information on that NPC was cleaned out. This patch prevents that bug on both new and existing save games.

This previously had a conflict with Vampire Realism and other mods that add effects to the player and changes cell in the same frame, which is now fixed.


92 Summoned creature crash fix
Unsummoning creatures summoned by a enemy by methods other than killing the creature, could leave a reference to the summon in memory, potentially causing a crash when you leave the cell. It would occur if a spell cast by the creature was in effect, or if it had defensive spell abilities.

With this patch, all unsummon methods negate spells cast by summoned creatures as if they died normally.


2 Mercantile fix
Merchants should no longer pay less for an item with increasing mercantile skill. The issue was that prices merchants pay, were capped by the price the merchant sells the same item at. The sell price was dipping too low, causing the buy price to go down too. It is now uncapped.

It does show the underlying barter mechanics aren't balanced well. To avoid exploitable situations with the barter system all price modifiers (differences from base price) are reduced by 50%.


3 Unarmored fix
Unarmored skill now gives proper damage reduction when you are fully unarmored. Previously you had to wear at least one piece of armor to get any armor rating contribution.


4 Calendar fix
The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. Caused by month numbering not matching between the string table and month length table. Month numbering is now 0 to 11 to represent Morning Star to Evening Star.


5 Merchant equipping fix
When selling to a merchant, they normally equip any item they can use of greater value than what they were already wearing, resulting in it being no longer possible to buy that item back. With this fix, any NPC that barters should no longer equip anything you sell them. Note this does not affect what they are currently wearing when you apply the patch.

For compatibility, it does not prevent a merchant equipping anything if a script adds items to the merchant's inventory.


6 Restore/drain attributes fix
Restore attributes spells did not recognise Fortify effects when restoring. Take for example, a base agility of 50, fortified by +30 to 80. If your agility was damaged below 80, a Restore spell would only restore up to 50 and stop working. Restore attributes spells now restore up to your fully fortified amount.

The same problem occurred when Drain attributes spells expired. These should now restore the fortified attribute properly as well.


7 StreamMusic / master volume fix
The StreamMusic script command always sets music volume to maximum, this patch prevents that. This also makes Morrowind remember what you set the master volume slider to, where it previously didn't.


38 Loud armor / shield fix
This fixes the issue where occasionally hits on armor or shields were very loud compared to the volume you set in the options. Caused by a calculation overflow going from very low to maximum volume.


48 Level-up stats bug fix
If a stat multiplier would take your stat to 100 or more, the game would sometimes give you only a x1 multiplier for that stat instead of the correct multiplier. This fixes it so the multiplier is always available.

The bug only occurred for strength, intelligence, willpower and agility stats on the left side of the level up window.


49 Bound weapon expiry fix
When a bound weapon spell expired, the game would equip the last weapon you had and ready the weapon for you. This was a forced action that could interrupt you if you were in spell ready stance or had no weapon drawn. This fix still equips the last weapon but leaves the stance unchanged.


51 Fog of war fix
When crossing into a new cell, occasionally the fog of war on the local map would stop updating normally and would reveal an area far away from the player position. This fixes that behaviour, which was caused by two slightly different rounding conventions used when checking the player's current cell.


52 Intimidate fix
On successful intimidate actions, sometimes the NPC disposition would not increase at all. There is a minimum increase per successful action that should apply, but the code applies it wrongly. This fixes it to increase disposition by at least a minimum amount on success.


50 Stable enchantment sort
Makes the game always sort enchantments in the spell menu alphabetically.

Previously it would mostly sort alphabetically, sometimes by item category, depending on your last inventory action. It was somewhat unpredictable and thus irritating, this makes it stable.


46 PlaceAtPC fix
PlaceAtPC, when used in third person mode, would always place the new object at the player's feet instead of at the given distance due to an error checking if it was within line of sight. Things like tents, bedrolls or camp fires. This fixes it.


47 Spell deselection bug fix
Stops your current spell from being deselected when another NPC or creature unequips or uses up a magical item. This may also reduce the random spell deselection that occurs while travelling.


8 Calm spells fix
Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. Bug caused by the spell calling StopCombat every frame.


9 Vampire stats fix
If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire.


10 Reflected spells fix
When you cast an absorb spell and it's reflected by an enemy, it resolves to absorbing from yourself and the enemy is unaffected. Far too safe for a game mechanic; now the enemy will absorb from you instead.


11 Show transparent clothes in the inventory
Allows clothes with transparent areas to show up properly on the figure (paper doll) in the inventory window, instead of solid black masking where the transparent parts would be.

Depending on video card and driver, this may rarely cause graphical issues, such as a red tint over the screen. Try disabling this option if it becomes a problem.


35 Allow reflection effects on skinned models
Allows clothes and armor to use reflection maps, where previously it would not work on skinned meshes. It also prevents enchantments from overriding an existing reflection effect.

Since bump maps required reflection maps to work, this also allows bump maps on skinned meshes.

Note: The original ebony cuirass made by Bethesda has a reflection effect on it, which was never visible until this fix was made. It may cause enchanted ebony cuirasses to look different due to the now visible reflection effect.


12 Enchant glow in fog fix
Enchanted items no longer turn white underwater, in dust storms or in fog. Caused by the game not turning off fog when adding the glow, making it far too bright.


13 Show NPC health bar on healing
Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing.


19 Disposition fix
When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen.


20 Spell magnitude fix
Spells with a variable magnitude (e.g. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (e.g. 10pt) magnitude when cast. Now the highest magnitude should have an equal chance to appear.


21 Dispel fix
Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described.


22 Creature armor damage fix
Creatures that didn't wield weapons but struck with their body wouldn't cause armor damage. This allows them to do so.


23 Inventory bugs fix
Fixes (most) issues with inventory updates when:

- Items were sticking in the inventory when they were supposed to be removed by a quest or script. Occurred in conjunction with mods that use equippable items to activate scripts, such as teleport rings or torch equip.
- Using potions/ingredients via quickslot; when you used the last potion in a stack the icon would remain, clicking on it could crash the game. It also occurred when a potion was drunk through a script.
- Companion using soul trap; when another NPC used soultrap and captured a soul, your inventory display would be overwritten by the NPCs inventory.

Most other problems with an item stuck in the inventory can be resolved by visiting a merchant and opening the barter window. This should cause it to work normally again.


24 NPC potion use AI
Potions used to be drunk without waiting for the effects of previous potions to finish, meaning an NPC could go through its whole supply in a second. NPC potion drinking is now limited to once every 5-6 seconds game time.

They were also confined to drinking health and fatigue potions. NPCs now drink magicka potions if their magicka goes below 50%.


25 Blind fix
The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen.


26 Gloss map fix
Allows you to use mods and models that have gloss maps. They control the reflectiveness of materials with a texture so different parts of an object can be matte or reflective, instead of the whole thing. For use with suitable mesh replacers.


27 Lighting fixes group
Multiple integrated fixes, to make light sources behave better. Mostly fixes unlit objects and actors that should be lit.

- Land lighting. Dynamic lights like torches should no longer cause inexplicable large dark corners on smooth terrain. 

- Dynamic actor light update. Moving actors are relit for every frame they are in motion, but it did not take the player's light into account. Caused moving actors to flicker in towns, and actors in caves to be unlit despite the player holding a torch.

- Excess player lighting removed. 1st person and 3rd person light sources were both active at the same time in either view, causing over bright lighting for the player compared to other actors.

- Light mesh lighting. Dropped lights were not getting lit by other lights in interiors. Now working.


29 Particle effects fix
Particle effects on weapons (e.g. Trueflame) no longer detach from the weapon model. Fixed by updating the particle manager to handle non-uniform scaled emitters.

Particle arrows and other projectiles are also fixed so that the particles stick to the arrow while moving. Caused by a bug in animation management.


30 Projectile aiming fix
Projectiles fired off-centre (in first person view) for some races if you aimed significantly up or down. This no longer occurs. Another issue with non-uniform scaling on player models. Also corrects the very bad aiming in 3rd person view, which should be more usable now.


32 Waterwalk fix
Casting waterwalk while swimming would cause fall damage if you had previously jumped into the water from a large height. This should no longer happen.


33 Training price/stats fix
Training prices were incorrectly calculated from the fortified/drained skill level instead of the base skill level.

Training limit was incorrectly based on the fortified/drained skill level instead of the base skill level.

Skill progress bar shown on mouseover was incorrectly hidden if the fortified/drained skill level was above 100 but the base skill level was not.


34 Guild guide price fix
Guild guides (travel via Guild of Mages) displayed a price adjusted for mercantile skill but actually charged the base price. This fix makes them charge the adjusted price. Important for mods that substantially increase the cost of travel.


36 Createmaps fix
Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete.


39 Better quality splash and title screens
Makes Morrowind load splash screens and the title screen at 32 bpp instead of reducing them to 15/12 bpp, which caused low image quality.


53 Magicka display accuracy
Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. For example, previously it would have shown you had 10 magicka when you actually had 9.5 magicka, so you would fail to cast a 10 magicka spell. Also affects the 'charges remaining' display for items in the magic menu.


56 Spellmaker/enchant edit effect fix
When editing an existing spell effect, the effect range [Touch/Ranged/Self] would always reset to 'Touch' even though the other effect settings are remembered correctly. This fix adds some code to remember the effect range properly, making editing spells less irritating.


58 Save file limit warning
Warns you when you go to save and have a large number of save files (over 200) in the directory, with a message like "You have reached the limit of Morrowind saved games." It does not prevent saving, but is a reminder to clear up the save directory.

Once you have over 300 save files, Morrowind starts to experience memory corruption trying to load all the preview images and summary. It's best to archive and clean the saves folder in the Morrowind directory before this occurs.


55 Alchemy potion name fix
Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. This bug was usually only experienced after extended play.

It also prevents Morrowind from resetting a custom potion name to default after you make one potion. The name will only update if you change equipment or ingredients.


64 Multiple attribute fortify potions
Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion.

This is not quite perfectly working; if there are multiple ingredients that all fortify more than one attribute then they may not all appear in the final potion. This can only occur with highly modded alchemy.


72 Blight storm disease fix
Disables the buggy behaviour of blight storms. The game intended to give you blight diseases while you are in a blight storm. While the game added diseases, it never activated them, so no stat loss would occur; although to a script it could appear you were blighted. If the functionality was properly restored, it would give you blight several times per minute; turning it off seems like the best option.


74 Game formula restoration
Restores some game mechanic formulas to make proper use of editable game settings:

Spell fatigue mechanic - Spells can be made to use up fatigue while casting, even being more exhausting with higher encumbrance, but the modifiers were incorrectly all multiplied together. Spell fatigue defaults to zero in standard Morrowind.

The fatigue cost formula:
spell cost * fFatigueSpellBase * fFatigueSpellMult * normalized encumbrance
fixed as:
spell cost * (fFatigueSpellBase + fFatigueSpellMult * normalized encumbrance)

Strength influence on PC/NPC damage - The damage multiplier on weapons was a fixed function of strength, although game settings related to it existed. The weapon potential damage (before armor) formula:
weapon base damage * (0.5 + 0.01 * strength)
fixed as:
weapon base damage * (fDamageStrengthBase + 0.1 * fDamageStrengthMult * strength)

With this new formula, damage remains the same when using standard Morrowind settings.


75 Creature armor rating fix
Creatures normally have zero armor, as they have no natural armor stat and wear nothing, so the game did not do damage reduction for creatures. This fix allows the shield spell effect to give creatures an armor rating. It ignores the cap on damage reduction, so very heavily armored creatures are possible with modding.


79 Slowfall on companions fix
It is possible that companions could die of unexpected fall damage when you changed between certain interior cells while they had the slowfall effect active. This fix will make using it on companions safe again.


80 Drain intelligence exploit fix
Prevents draining intelligence to zero from restoring any magicka when the drain wears off.


81 Mouseover menu display fixes
- Prevents the game from showing a blank 'Next rank' and all zeros for next rank stats requirements, if you are maximum rank in a faction that has less than 10 ranks.

- Fixes spells appearing under the wrong headings in the mouseover for birthsigns.


83 Detect water level fix
Fixes problems with being detected as underwater in a cell with no water.

Some scripts need to check if you are underwater, but the script language doesn't provide a command to check if the cell has water at all. The default water level is zero, which could lead to being detected underwater if the cell happens to have a floor below that level. This changes the getwaterlevel command to report a very negative level if the cell has no water, guaranteeing you to be above water.


85 Armor indicator fix
Underneath the character figure in the inventory window is some text indicating the current armor rating. This updates to your new armor rating when you equip and unequip items, but it does not update when you cast a shield spell or gain armor skill. This option fixes it to update every time you open the inventory screen.