The Elder Scrolls III: Morrowind

The Elder Scrolls III: Morrowind

Dozarok Feb 5, 2022 @ 2:03pm
Morrowind Game Crashes after like 2 minutes playing the game
I was able to make my character, get into the first town, and my game crashed. I reloaded the game and about 2 minutes later it crashed again. Now it crashes every time i load the game and take like 5 steps. Any help would be greatly appreciated
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Showing 1-7 of 7 comments
th Feb 5, 2022 @ 9:50pm 
Patch your game with MCP (Morrowind Code Patch) or use OpenMW (whole new open source engine for Morrowind).
https://www.nexusmods.com/morrowind/mods/19510
https://openmw.org/en/
Lobo de hielo Feb 5, 2022 @ 9:52pm 
Verify game files yet?
theo (Banned) Feb 5, 2022 @ 11:26pm 
Could also be a memory issue
Vashra Feb 7, 2022 @ 12:57pm 
This game is buggy a.f. -- I am perpetually amazed at what Bethesda lets go into production....

Some people's systems get off easy by just running compatibility and setting it for win 7 or winXP or even win Vista. You're welcome to fool around with that, but it wasn't enough for my box and I'm *using* Win7 Pro. :P

As such....

I second the folks who say to use Morrowind Code Patch.
I prefer it to OpenMW, and a LOT of other really great mods require it as a base anyway.

You can easily download it from a relatively trusty site like Nexus mods.

Much like SkyrimSE, if you're not playing on a console, you're not playing this game in a stable way unless you mod all the bugs out. And if you are playing on a console, it will do a console version of CTD and you can't mod your way out of it because Console(tm).

Anyhoo...It's not that hard to install MCP.

I could lauch into a big thing about how you need a mod manager and to know how to mod games and blah but... All you do is download it (if you're using Nexus, clicky the button for "manual download"), unpack the archive, put all its files/directories into location where your copy of Morrowind is (usually Whatever your directory structure is/Steam/Steamapps/Common/Morrowind), then run the MCP exe file.

It will bring up a snazzy little window. You can look around in there (all the options are explained, and the minimum default stuff is already checked) and pick what sounds good or just leave it at default. Don't enable anything in the "mod specific" tab unless you know you're installing a mod that specifically requests that functionality (if you get into modding this game, the mods will say in their documentation what MCP settings they require...usually). Simple.

At a bare minimum, if you can handle all the really ancient graphics and don't feel like modding them to make the game look more modern, I'd say you at *least* want Morrowind Code Patch, and Patch for Purists (fixes other bugs that probably won't make the game crash, but that do fix a lot of bugs/broken quests/etc in the game). The second mod is installed roughly the same way as the first, only this time you're dumping the stuff into the "blah/Morrowind/Data Files" directory, and clicking "yes" to anything it overwrites. Then when you boot up Morrowind, BEFORE you click "play," click data files and check the box for the Patch for Purists esp file. Once that's enabled, you can choose OK and click play and you're off to the races!

Can't promise it won't still crash, but this will get you a tidy chunk of the way to freedom.
Of course...if it's still crashing, you'll probably want to install MGE XE (another mod) which will ask if you want to install MWSE 2.1 (you do). MGE XE goes into the same location where you put MCP. Whether you're doing this manually or using a mod manager, you now need to run the MGE exe (I think it's called MGEgui) and read the instructions and go through the steps to make your "distant land files" (don't worry, there's a wizard with defaults set for folks who don't know what all the bells and whistles do).

NOW you...might...be stable, but if you're not, you can take a look at Project Atlas, which is arguably one of the most complicated messes you'll ever install if you're new to modding. I'm not 100% sure I got it in there correctly myself. If you decide you want to tackle Project Atlas, I highly recommend using a mod manger because it keeps track of the bazillion files you "replace" from one mod to the next and there's several *hundred* in Atlas. I mean..you *can* do it manually...I do...but I'm crazy.

A year from now, you'll either have deleted this game from your library or you'll be looking into writing your own mods. There's really no middle ground once you peek down the rabbit hole. ;)

Welcome to Morrowind. Good luck and Godspeed.
Last edited by Vashra; Feb 7, 2022 @ 1:01pm
theo (Banned) Feb 7, 2022 @ 8:17pm 
What a pile of misinformation.
Morrowind is not buggy at all, but it is an old game and there may be incompatibilities in modern systems.

MCP is garbage, its default settings make unnecessary changes to vanilla gameplay, it's not required for any mods, and in some cases it's the cause of bugs. There's a relatively fresh thread about CTDs after MCP installation.
Last edited by theo; Feb 7, 2022 @ 8:18pm
Grumpy Old Dude Feb 7, 2022 @ 11:43pm 
theo....you may want to check your 'tude. The falsity of your claim that no mods require MCP, is easily disproven. Here is the link to MCP, and it includes a lengthy list of mods which DO require MCP:

https://www.nexusmods.com/morrowind/mods/26348
th Feb 8, 2022 @ 1:35am 
Originally posted by theo:
MCP is garbage
TS, don't trust to these words. They are garbage.

MCP is one of the most brilliant jobs ever made not just in the history of modding of Morrowind, but in the history of modding of any games.

If you want to be 100% sure that you have authentic Morrowind gameplay experience you can do this:
1) Uncheck all options in all sections of MCP except bug fixing section.
2) In the bug fixing section check all the options except one:
3) Uncheck "Merchant equipping fix". This is the only option in the bug list which is hardly a bug.
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Date Posted: Feb 5, 2022 @ 2:03pm
Posts: 7