# | Actions | Id | Name | Category | Site | Date | Author | Description | |
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1 | 13265 | Staff Agency | Danae123 | Fliggerty | 2014-09-07 | Danae | The player can hire various staff through a new NPC in Ebonheart great hall. To recruit your new staff, you will either need gold or items. For example, to recruit a fisherman, you will need a fishing rod while to recruit a guard, you will need 600 septims. Additionally, all staff members will hav... more |
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2 | 11935 | Stable | Resources | MMH | 2011-12-24 | crazyboy | Part of Morrowind Workshop | |
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3 | 8120 | Soul Gem Harvesting | Miscellaneous | MMH | 2009-09-07 | Mask*DeMasque | This mod aims to make soul gems easier to obtain, without having to find a shop to buy them, or go out and kill some Bonelords for them. This replaces all of the existing Giant Purple Crystals in Morrowind, and makes them harvestable, like Raw Ebony or Raw Glass. |
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4 | 7124 | Merri's Character Development v1.12 | Gameplay | MMH | 2013-09-26 | Merranvo | This is a complete rewrite of Galsiah's Character Development that maintains most of the mathematics that Galsiah wrote up but uses an 8th of the code and has only two actively running scripts. In short, it is more stable, faster, and has less of a FPS impact than GCD. HOWEVER, th... |
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5 | 7123 | Merri's Character Development v1.1 | Gameplay | MMH | 2013-07-30 | Merranvo | This is a complete rewrite of Galsiah's Character Development that maintains most of the mathematics that Galsiah wrote up but uses an 8th of the code and has only two actively running scripts. In short, it is more stable, faster, and has less of a FPS impact than GCD. HOWEVER, this mo... |
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6 | 7122 | Merri's Character Development v1.0 | Gameplay | MMH | 2012-03-26 | Merranvo | This is a complete rewrite of Galsiah's Character Development that maintains most of the mathematics that Galsiah wrote up but uses an 8th of the code and has only two actively running scripts. In short, it is more stable, faster, and has less of a FPS impact than GCD. HOWEVER, this ... |
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7 | 6615 | Sobitur Facility | Dungeons | MMH | 2009-12-09 | dagothagahnim | If you like my work, please help me by donating! The more support, the more I'll update! Donation Link: Changelog:v1.0 - Release Version, extensive at-home testing by me and my wife, seems stable and works completely from what I've seen. ... |
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8 | 4911 | The Serendipitous Traveler | Buildings | MMH | 2011-10-05 | Thondur | This is in a way two mods in one, with three distinct features; the first and main feature of this mod places a barn-stable in or near every Imperial fort or outpost on Vvardenfel and Solstheim (Seperate esp included, which relies on Bloodmoon). For a list of barn locations see the very detailed ... | |
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9 | 3779 | Happy Guar Stables | Stores and Merchants | MMH | 2009-04-06 | Unknown | No Readme | |
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10 | 2990 | Cyrodiilic Argonians | Races | MMH | 2010-10-16 | W_Dog367 | Replaces the Argonians in Morrowind with my remakes of the ones found in Oblivion (in Cyrodiil). This is primarily an aesthetic mod, but it also enables Argonian characters to wear boots and helmets and changes the argonian water breathing from a power (castable) to an ability (permanent effect)<... | |
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11 | 2511 | The Stable House v.2.1 | Houses | MMH | 2009-05-12 | Rayhne | House placed in the hill near Seyda Neen in Bitter Coast -2, -8. | |
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12 | 2510 | The Stable House | Houses | MMH | 2002-06-04 | Rayhne | Contains three mods with different recall items, depending on whether you wish to teleport just yourself, ot yourself and/or the packguar/handlee This mod was developed to work with the Beasts of Burden mod. |
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13 | 1652 | Marandus Abode v2.0 | Houses | MMH | 2012-08-04 | Princess Stomper | A full renovation of Marandus to turn it into a huge player home with servants, pets, storage and fast travel. Removes the hostile NPCs and creatures from the Marandus stronghold near Lake Amaya. Adds attractive plants and stables to the exterior. The stables contain two guars who wi... |
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14 | 1651 | Marandus Abode | Houses | MMH | 2006-11-24 | Princess Stomper | A full renovation of Marandus to turn it into a huge player home with servants, pets, storage and fast travel. Removes the hostile NPCs and creatures from the Marandus stronghold near Lake Amaya. Adds attractive plants and stables to the exterior. The stables contain two ... |
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15 | 834 | Cragonmoor | Houses | MMH | 2005-12-29 | Quatloos | An upscale house (and a bit more) for your pc, set into the mountainside, close to (but high above), the Strider, overlooking Suran. This consists of five main areas: Main house, Tower, Guest Cottage, Stable, A Dark Place - and lots more. I have tried to create a "... |
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16 | 730 | Caldera Orchard v1.0 | Houses | MMH | 2010-06-02 | Crankgorilla | A Pear Orchard in Caldera. The plantation features pear trees which are harvestable. There is also a humble cottage for the caretaker of the orchard. Speak to the fruiterer in the Caldera town square. Learn his secret. He will provide you with the ownership documents for the cottage. As owner you... | |
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17 | 263 | Abandoned Seyda Neen House | Houses | MMH | 2008-10-05 | smasher501 | A house north-west of Seyda Neen. Has 2 beds, some crates, a barrel and a closet. Very stable. Had no problems thus far. |
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18 | 144 | Moss & Vines | Alchemical | MMH | 2006-12-29 | James Fraser | This mod makes all the moss and vines in original Morrowind into harvestable alchemy ingredients. Scripted and unscripted versions are both available in the 7z file. The scripted version allows you the choice of taking some of the plants and leaving the rest to grow back, or taking th... | |
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19 | 125 | Jim's Flat and cobwebs | Alchemical | MMH | 2006-06-12 | James Fraser | This is an expansion of an excellent mod (Vivec Flat) by Occam. This is my expanded version, combined with my Cobwebs mod (modified), which adds cobwebs in the flat only, which are harvestable as alchemy ingredients. This is compatible with my Cobwebs 3.x mod, but l... |
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20 | 111 | Herbalism Redux v1.12a | Alchemical | MMH | 2012-10-22 | Mode_Locrian | This mod was made completely from scratch. While I used the basic idea of Balor's herbalism mod as a starting point, the code is entirely orginal. This mod adds a script to every "harvestable" plant in Morrowind, Tribunal, and Bloodmoon. When you click on the plant, its contents will automaticall... | |
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21 | 91 | Ferns | Alchemical | MMH | 2006-11-08 | James Fraser | As you can guess by the title, this mod makes all the ferns in original Morrowind into usable alchemy ingredients. This mod, like my others, has both scripted and unscripted versions. The unscripted version works like any other harvestable plant in Morrowind, while the scripted versio... |