glass.gif (815 bytes) - Latest News
- Site Exclusives
- News Archives

Oblivion:
- Ingame Shots
- Concept Art
Morrowind:
- Ingame Shots
- Concept Art
- Editor Shots

- Wallpapers
- Miscellaneous

Oblivion:
- FAQ
Morrowind:
- FAQ
- Hints and Spoilers

- Finished Plugins
- Mod Registry
- Search Registry
- Submit a Mod
- Model Gallery
- Texture Gallery


- Traveller's Guide
- The Imperial Library
- Forum Scholars

/images/glass.gif (815 bytes) - TTLG Forums
- Official Forums

- Sites

V3.5

The FAQ is now available as a Microsoft Word .doc!

This document has been compiled from information revealed about the game through various interviews and previews, and postings on the Elder Scrolls message boards. Its purpose is to introduce people to the features of the game, and give an overview of what to expect, as well as be an up-to-date list of what general knowledge is known about the game.. It is not meant to be a tutorial for any part of the game, nor is it meant to replace the game manual. If you have further questions about the game, visit the messageboard, and post your questions there. If Bethesda Staff doesn't respond directly to your questions, then one of the many frequent visitors to the messageboard likely will. As with any description about a work in progress, the information discussed within is subject to change, and could be inaccurate or incomplete. The mention of or reference to any company or product in this document should not be viewed as a challenge to the trademark or copyright concerned.

About this FAQ:
This document has been compiled by webmaster Gavin "kathode" Carter for those who frequent the messageboards and Destination: Morrowind. Any corrections or additions can be forwarded to me, and appropriate changes will be made.  kathode is the webmaster of Destination: Morrowind. He also is a creative-writing student in his third year of college.

You can always find the latest version of this FAQ at Destination: Morrowind.

Section 1: The Elder Scrolls
1.1 What are the Elder Scrolls games?
1.2 What are the features that are hallmarks of the Elder Scrolls games?
1.3 Tell me about Morrowind, where the game takes place.
1.4 Why are the Dunmer so dark skinned and red-eyed? And why do they wear those gas-mask looking things?
1.5 What are the general dispositions of the Dunmer to the other races of Tamriel?
1.6 Isn't the volcano a danger to life on the island?
1.7 Does Morrowind have it's own king?
1.8 Will Vvardenfell (and by extension the game) feature races other than the Dunmer?
1.9 Where can I go for more information on the history of the game world?
1.10 Where can I go for more information about the game?

Section 2: General Game Information
2.1 When will the game be released?
2.2 Is Morrowind a 2d or 3d game?
2.3 What are the minimum system requirements?
2.4 Is Morrowind a first-person game, a third-person game, an isometric view game, or what?
2.5 Will the game feature full speech throughout?
2.6 What format is the game's music in?
2.7 When will the beta test be?
2.8 Will there be nudity in Morrowind?
2.9 What format will the game be released on (CD, DVD, etc)?
2.10 Will there be any OS or console ports of the game?
2.11 Will Morrowind feature rendered cutscenes like Diablo 2 or Vampire?
2.12 Will there be a tutorial-type section at the beginning of the game to help new players?
2.13 I'm planning to upgrade for Morrowind. Would I be better off to spend my money on a new CPU or new video card?

Section 3: Gameplay
3.1 Will the game's controls be customizeable?
3.2 Will the game be able to support other methods of control such as gamepads or joysticks?
3.3 Will there be other modes of travel available in Morrowind besides walking?
3.4 Will there be a journal system in the game that automatically records pertinent information?
3.5 Will there be a quick-save/quick-load feature?
3.6 Will game music be dynamic, changing depending on the situation?
3.7 How detailed will object interactions be?
3.8 Will my character be required to eat or drink to survive?
3.9 Will creatures in the world respawn, or will there be a set number of creatures for each location?

Section 4: Game World
4.1 Where does the Elder Scrolls 3: Morrowind take place?
4.2 How big is the game world in Morrowind?
4.3 The screenshots released so far seem to be just deserts and sand dunes. Will there be much variety in the landscaping of Vvardenfell?
4.4 What Real Worldtm cultures influenced the aesthetics of Morrowind?
4.5 About how many towns/cities will be in the game?
4.6 About how many dungeons will be in the game?

Section 5: Skills and Experience
5.1 How will the player's character grow and develop? Will it be a "leveling" system like most other CRPG's?
5.2 Will the skills be the same as they were in Daggerfall?
5.3 How many skills will be in the game?
5.4 How will the skills be balanced?
5.5 What are a character's base attributes?
5.6 Will character classes come with inherent skill sets?

Section 6: NPC Interactions
6.1 Non Player Characters in Daggerfall were pretty flat and boring. Is the team working to address this in Morrowind?
6.2 Will NPC's have 24hr scheduling?
6.3 Will I be able to kill any NPC's?
6.4 Will there be any negative effects for murdering NPC's?
6.5 Will I be able to have other NPC's in my party?
6.6 Will NPC's have feelings toward your character? Will their responses to you depend on how they feel about you?
6.7 Will this disposition system be affected by Guild/faction interactions on a whole, or just operate on an individual basis?
6.8 How else can I affect an NPC's disposition toward me?
6.9 Will I be able to steal from NPC's? Will they have line-of-sight vision?
6.10 How many NPC's will be in the game?

Section 7: Factions
7.1 What exactly are factions?
7.2 The faction/guild system in Daggerfall was a great idea, but had poor implementation. Will there be a faction system in Morrowind?
7.3 How many factions are in the game?
7.4 What are the benefits of joining a faction?

Section 8: Races and Classes
8.1 What races are playable out-of-box in Morrowind?
8.2 What advantages/disadvantages will the choice of race carry with it?
8.3 How does the character selection process work?

Section 9: Graphics Engine
9.1 What engine will Bethesda be using to develop Morrowind? Will it be a licensed product or an inhouse developed engine?
9.2 What renderers will the engine support (OpenGL, Direct3D, Glide, etc)?
9.3 Will the engine feature Transform & Lighting (T&L) acceleration that my GeForce card can take advantage of?
9.4 Will the engine have anything to do with the XnGine used in Daggerfall?
9.5 What kind of animation system will the engine use?
9.6 Does the engine support effects such as "paper-dolling" your character (i.e. changing clothing)?
9.7 Does the engine have support for real-time shadows?
9.8 Does the engine support a weather system?
9.9 What about NPC lip movement?
9.10 Will interior maps (houses/dungeons) be separately loading maps like in Daggerfall?
9.11 How will characters' clothes be handled in the game engine? Will it just be different textures?

Section 10: Relationship to Previous ES Games
10.1 How will Morrowind be an improvement over Daggerfall?
10.2 Will the random dungeon generators of Daggerfall be in Morrowind?
10.3 How will the character system in Morrowind work? Will it be the same as Daggerfall's?
10.4 Will the potion maker/spell maker/item enchantings be included?
10.5 A cool feature of Daggerfall was the "ability" to get turned into a vampire or lycanthrope. Will this also be in Morrowind?
10.6 Will Morrowind feature full nudity like Daggerfall?
10.7 Will I be able to buy my own house like in Daggerfall?
10.8 Will there be a way to import my character from Daggerfall?
10.9 Could you tell me more about how the potion maker works?
10.10 Will there be horses or other rideable creatures to use as mounts?

Section 11: Plot
11.1 What is the starting premise of your character in Morrowind?
11.2 What if I choose to play as a dark elf? Since I start in Vvardenfell, home to the dark elves, would people still hate me?
11.3 Will there be a classic antagonist? Like the Evil Wizardtm seeking the destruction of the land?
11.4 I thought my character was just a courier! How am I supposed to have any political power?
11.5 So what will the main plot specifically deal with? What will be the overarching issue?
11.6 What themes from past Elder Scroll games will Morrowind explore?
11.7 Will the peculiarness of the Vvardenfell setting introduce any new plot elements into the fray?

Section 12: Quests
12.1 With the tremendous emphasis on the free-form exploration nature of the game, will there be any formalized quests to undertake?
12.2 In other CRPG's, like Baldur's Gate, side quests seemed rather isolated, in that they didn't relate to the main plot at all, and were just there for something to do. Will there be these types of side quests in Morrowind?
12.3 Will the quests be all hack n' slash?

Section 13: Multiplayer
13.1 Will Morrowind feature a multiplayer component?

Section 14: Combat
14.1 What are the team's major design goals for combat?
14.2 Will combat be real time or turn based?
14.3 What kind of control scheme will combat use? Will it be like Daggerfall where you swing with the mouse?
14.4 How will weapons and stats affect combat?
14.5 Will the player be able to execute "combos" or combinations of moves for more effective combat?
14.6 Will there be a block button or ability?
14.7 Will damage be location-based? For instance, will head shots hurt more?
14.8 How many weapons will be in the game?
14.9 What steps are being taken to ensure a level of balance with all those weapons?
14.10 Will I be able to use two weapons simultaneously (dual-wield)?
14.11 Are missile weapons in?

Section 15: Magic
15.1 Will Morrowind feature the same schools of magic as found in Daggerfall?
15.2 Tell me about the new magic school, Conjuration.
15.3 Will I be able to create my own spells, just like in Daggerfall?
15.4 How many magical effects will be in the game for me to combine into something new? What exactly is meant by "effects"?
15.5 What kinds of special visual effects can we expect to see with magic?

Section 16: The Editor
16.1 What is the Elder Scrolls 3 Construction Set?
16.2 What kinds of things will I be able to manipulate using the construction set?
16.3 Will I be able to write my own dialog for characters, and specify when to use it?
16.4 How will the Construction Set interface with the game if there is no multiplayer? Will people only be able to play quests they design themselves?
16.5 So you can just load any plug-in anytime during the game?
16.6 Doesn't this present the potential for some serious balance issues?
16.7 What if a mischeivious person uploads a plug-in advertising a really cool feature, but it actually causes problems like deleting key NPC's? How can the user know exactly what he or she is downloading?
16.8 Will the editor be difficult to use? What tools will be included for the newbie user? Do I have to have modeling/art/programming knowledge?
16.9 Will the editor compile all the changes I make into one file for easy uploading and downloading?
16.10 Does the editor have any limits on the size of the world that I can create?
16.11 Does the editor ship with any tools allowing the creation of original art for the game?
16.12 Will I be able to alter the music in the game?
16.13 Will the editor be shipping with the game?
16.14 Will I be able to create a whole new world from scratch?
16.15 How will the placing of monsters work?
16.16 Will I be able to create completely new items by changing the attributes on existing items?
16.17 When I create a new item, will I be able to put in anywhere? Like in stores or in my characters inventory?
16.18 Will I be able to create my own buildings without having to use a program like 3d Studio Max?
16.19 Since interiors will be separately loading maps, how will I create an interior in the editor?

16.20 How will I go about creating my own spells in the editor?
16.21 Will I be able to assign magic effects to other things like skills or race abilities?

Section 17: The Interface
17.1 Will Morrowind's interface be similar to Daggerfall's?
17.2 Will the look/position of the interface be customizable?
17.3 Will the the interface be "layered" or multi-windowed?
17.4 Will time stop while I'm looking at my inventory or stats?

Section 18: Music
18.1 Will game music be dynamic, changing depending on the situation?
18.2 What format will the game's music be in?
18.3 Who is composing the music for Morrowind?

Section 19: Dialog and Journal
19.1 Can you explain a bit on how in-game dialog will function?
19.2 With all the possible conversation topics, won't the topic list get really long? How is the team handling this problem?
19.3 Will there be other options available to me during dialog?
19.4 Will I be able to create my own dialog in the editor?

19.5 Explain about the Journal System. Will it be linked to dialog?

Section 20: The Xbox
20.1 Why is Bethesda releasing Morrowind on the Xbox?
20.2 How will the Xbox version differ from the PC version?
20.3 Will the Xbox version come with the editor or be able to use plug-ins?
20.4 Have features for the PC version been 'dumbed-down' to be more in line with the console version?

20.5 Why do some forums members consistently refer to the Xbox as the "Xeox"?

 

Section 1: The Elder Scrolls
1.1 What are the Elder Scrolls games?
The Elder Scrolls are a series of CRPG's set on the fantasy continent of Tamriel. The Elder Scrolls series basically introduced the idea of non-linearity to the gaming world. The first game in the series was Arena, winning several RPG of the year awards for its innovative design. Following Arena was Daggerfall, which expanded upon the base of Arena in virtually every way. Daggerfall had one of the largest worlds of any computer game to date. It also offered unparalleled free-form design, a non-linear quest, and tons of customization options. Two non-RPG spin offs included Battlespire and the 3rd person action/adventure game Redguard. Morrowind is the third game in the direct line of Elder Scrolls titles.
(back to top)

1.2 What are the features that are hallmarks of the Elder Scrolls games?
The first and foremost is non-linearity. Allowing the players to do what they want when they want. The goal of every Elder Scrolls game has been to create the experience of a pen & paper RPG on the computer, where a player is only limited by his or her imagination. The next, falling right alongside non-linearity, is detail. The worlds in the Elder Scrolls series are some of the most detailed in the industry, complete with histories, multiple cultures, and varied locales. This allows the player to feel as though their character is really a dynamic part of that world. There are always major quests in Elder Scroll games, but they are always able to be ignored. The primary goal is to simply allow the player to explore, roleplay, and be immersed in a grand, detailed environment.
(back to top)

1.3 Tell me about Morrowind, where the game takes place.
Morrowind is the province of the Dunmer, or dark elves, in the northeast corner of the continent Tamriel. The major part of Morrowind is a very large island called Vvardenfell, where the game takes place. The island is huge, and has many different terrains. However, the stand-out feature of the island is the volcano of Dagoth-Ur. In the early history of Tamriel, the water around the island, combined with the intimidation of the volcano effectively separated the island from the mainland, allowing the Dunmer to develop separate from the other Tamriel races. Around 400 years prior to the time of Morrowind (the game), the Empire of the mainland began an occupation of the island. Morrowind also suffers from its own internal power struggles. The five great Ruling Houses are in a constant power struggle with one another. To complicate matters is the obscure Dunmer religion known as the Tribunal. To an outsider, the Tribunal priesthood is where the true power of Morrowind lies. Other powers will almost certainly show their faces over the course of the game.
(back to top)

1.4 Why are the Dunmer so dark skinned and red-eyed? And why do they wear those gas-mask looking things?
The Dunmer are perfectly adapted to their harsh volcanic environment. The volcano spews out great amounts of ash from time to time, blanketing the island. The odd headgear are not gas-masks per se, but rather simple coverings. As stated in the Pocket Guide to the Empire included with Redguard, "While this makes for an outlandish appearance, the traveler will understand the utility of these garments the first time he is caught out of doors in one of the frequent ash storms without such protection".
(back to top)

1.5 What are the general dispositions of the Dunmer to the other races of Tamriel?
The Dunmer are proud and harsh to the highest degree. So far, that they often take members of other races, including the humans, as slaves.
(back to top)

1.6 Isn't the volcano a danger to life on the island?
The volcano has not experienced a full-scale eruption for thousands of years. However, a previous eruption is purported to have destroyed a civilization of Dwarves (Dwemer) inhabiting the island. The volcano has its rumblings, but the populace doesn't seem to mind all that much.
(back to top)

1.7 Does Morrowind have it's own king?
Straight from designer Ken Rolston:
"The Empire has revived an archaic titular "king" from early Chimer traditions of a "high chief of the clans," like the High Elven High King. This replaces the "military governor" of the early years of the occupation. The titular king is descended in line from Hlaalu Brevur, and he and his "court" are generally despised by natives. King Hlaalu Athyn Llethan resides in Castle Mournhold in the city of Narsis [on mainland Morrowind]."
(back to top)

1.8 Will Vvardenfell (and by extension the game) feature races other than the Dunmer?
Yes. When the empire took over Morrowind (the province) 400 years prior to game time, the island of Vvardenfell was opened to general civilization. Newer settlements feature just as many outsider faces as Dunmer faces.
(back to top)

1.9 Where can I go for more information on the history of the game world?
I would recommend Xanathar's Library, a site featuring basically all the background info to all of the Elder Scroll series. All of the background info presented here was garnered from that site.
(back to top)

1.10 Where can I go for more information on the game?
For continuing coverage over the development of Morrowind, there exist a number of reputable fansites. Destination: Morrowind, TESGurus.net, and any of the m0use.net sites in addition to the Official Elderscrolls.com site are all good sources of news. Bethesda generally releases screenshots to outside media sources before giving them to fansites or posting them on their own site, so also check out generic gaming news sites such as VoodooExtreme, Blue's News, Telefragged, and RPGVault.
(back to top)


Section 2: General Information
2.1 When will the game be released?
The PC version of Morrowind has been released. Once the Xbox version has gone through Microsoft's testing, it will be released as well. Other countries should have Morrowind shortly.
(back to top)

2.2 Is Morrowind a 2d or 3d game?
Morrowind is fully 3D.
(back to top)

2.3 What are the minimum system requirements?

MINIMUM SYSTEM REQUIREMENTS:
Windows ME/98 128 MB RAM; Windows XP/2000 256 MB RAM; 500 MHz Intel Pentium III, Celeron, or AMD Athlon processor; 8x CD/DVD-ROM Drive; 1 GB free hard disk space; Windows swapfile; DirectX 8.1 (included); 32MB Direct3D Compatible video card and DirectX 8.1 compatible driver; DirectX 8.1 compatible sound card; Keyboard; Mouse

RECOMMENDED:
800 MHz or faster Intel Pentium III or AMD Athlon processor; 256 MB RAM; NVIDIA GeForce2 GTS, or ATI Radeon 7500 or faster video card.

SUPPORTED VIDEO CARD CHIPSETS:
NVIDIA GeForce4; NVIDIA GeForce3; NVIDIA GeForce2; NVIDIA GeForce 256; NVIDIA TNT2; ATI Radeon 8500; ATI Radeon 7500; ATI Radeon 7200; ATI Radeon; ATI Rage 128; Matrox G550; Matrox G450; Matrox G400

(Reference: Official Forums)
(back to top)

2.4 Is Morrowind a first-person game, a third-person game, an isometric view game, or what?
The answer is that Morrowind is a first-person game. A 3rd person view will be included in the game. It is primarily for viewing your own character in his/her stunning araignment. The dev team refers to it as the "vanity mode". Even with this option, the majority (and I mean 99%+) of the game will take place in first person, as it is reportedly much easier to play in.
(Reference: Official Forums)
(back to top)

2.5 Will the game feature full speech throughout?
No. With all the options available for the main character, it would be virtually impossible to record all of the dialog over and over for each race/gender available. Also, you'll be able to pick your own name in the game, and NPC's will use it frequently, which would be very difficult to do with full speech. NPC's will have bits of spoken dialog (in WAV format), saying things to indicate their mood or color their personality. The majority of dialog will be text. Animations will also synchronize with the WAV file, adding realism to the dialog.
(back to top)

2.6 What format is the game's music in?
The music is all mp3.
(Reference: Official Forums)
(back to top)

2.7 When will the beta test be?
There will possibly be a very small public beta, about 200 people or less, in the future. Probably sometime in mid-to-late 2001. You can't apply for it yet, so please don't try to. The beta test will only be open to US residents and people over 18.
(Reference: Official Forums)
(back to top)

2.8 Will there be nudity in Morrowind?
No, there will be no nudity in Morrowind. The team weighed the pros and cons of doing nudity, and determined that the inclusion of nudity was not a feature that significantly added to gameplay, and in some cases, the inclusion of nudity might actually hinder sales.
(Reference: Official Forums)
(back to top)

2.9 What format will the game be released on (CD, DVD, etc)?
Most likely CD. Other options have not been totally ruled out as of yet.
(back to top)

2.10 Will there be any OS or console ports of the game?
An Xbox version has been announced.
(Reference: Official Forums)
(back to top)

2.11 Will Morrowind feature rendered cutscenes like Diablo 2 or Vampire?
Probably not. The majority or perhaps all of the cut-scenes will be rendered in the game engine (think the scripted sequences in Half-Life). Todd Howard stated "We're using in-game cutscenes."
(Reference: RPGPlanet Interview)
(back to top)

2.12 Will Morrowind feature a tutorial-type section at the beginning to help new players?
Yes, it will be tied in tightly with character creation, and probably behave much like the opening tutorial in Ultima IX. The process reportedly has something to do with instructions you receive upon leaving the prison ship.
(Reference: VoodooExtreme Chat)
(back to top)

2.13 I'm planning to upgrade for Morrowind. Would I be better off to spend my money on a new CPU or new video card?
The Morrowind engine is much more video card intensive than CPU intensive. You will get more framerate bang for the buck by going with a video card upgrade (that is, of course, assuming you're not using a 486/66 or something =) Also, you'll want a card with T&L capabilities, as the engine takes maximum advantage of these features.
(Reference: My Trip)
(back to top)

Section 3: Gameplay
3.1 Will the game's controls be customizeable?
Yes, the controls are 100% customizeable.
(Reference: Official Forums)
(back to top)

3.2 Will the game be able to support other methods of control such as gamepads or joysticks?
Yes, Morrowind will utilize DirectInput and will presumably work with any DirectInput compatible device.
(back to top)

3.3 Will there be other modes of travel available in Morrowind besides walking?
Yes, quite a few. There will be a fast travel system, via silt striders (large, bug-like creatures with very very tall legs), to take the player to and from major points in the game. There will also be other modes of fast travel available to the player, including caravans. Also, there is a screenshot featuring the player taking a ride in a gondola in the city of Vivec. Hopefully, that is just one of many transportation methods available. Fast travel will work via a "fade out/fade in" method where the screen fades out on one location and fades in on another.
(Reference: My Trip)
(back to top)

3.4 Will there be a journal system in the game that automatically records pertinent information?
Yes, there will be a very advanced journal system. It has been described as being "like a Windows Help file". All entries will be hyperlinked to other entries and there will be a robust search feature included.
(Reference: The Essential Site Interview)
(back to top)

3.5 Will there be a quick-save/quick-load feature?
Yes, there will be buttons for quick-save and quick-load.
(Reference: Official Forums)
(back to top)

3.6 Will game music be dynamic, changing depending on the situation?
Yes. There will be "exploratory" music and "battle" music. Other music changes can be scripted in using the editor.
(back to top)

3.7 How detailed will object interactions be?
The Morrowind world is very object oriented. Nearly every object will be able to be picked up, examined, and used in some way. Do not expect for a full physics engine to be in the game (i.e. you throw a bucket at an enemy and it hurts him/her), however, the team is striving to make all items as usable as possible. An example of the level of detail is that you can pick fruit off of a tree, and in time the fruit will grow back.
(Reference: VoodooExtreme Chat)
(back to top)

3.8 Will my character be required to eat or drink to survive?
No, although food does help lower your fatigue level quickly. Starvation or dehydration are not factors in the game, however.
(Reference: Official Forums)
(back to top)

3.9 Will creatures in the world respawn, or will there be a set number of creatures for each location?
Both. Spawn points can be set or randomized, and spawning monsters can be made to spawn based on the player's level of experience.
(Reference: Official Forums)
(back to top)

Section 4: Gameworld
4.1 Where does the Elder Scrolls 3: Morrowind take place?
Morrowind's setting is Vvardenfell, the dreary volcanic island home to the Dunmer, or the dark elves. Vvardenfell is an island in the province of Morrowind in the Elder Scrolls world of Tamriel. The game, Morrowind, only takes place on the island of Vvardenfell, not the entirety of Morrowind (although the island is approximately 80% of Morrowind). For the rest of this FAQ, when I use the phrase "in Morrowind", what I mean is "in the game called Morrowind". When I refer to the actual game world area of Morrowind, I will restrict myself to saying "in Vvardenfell".
(back to top)

4.2 How big is the game world in Morrowind?
That's a more difficult question that it seems on the surface. How does one truly measure a 3d gaming world? You can't really do it in miles or any standard measurements. It has been stated that Vvardenfell will be approximately 50 times the size of the world of Redguard. However, it has also been said that the world will be slightly smaller than Daggerfall. Suffice it to say that there will be enough world included with the game to keep you experiencing new things for many, many weeks, and in the event that you finally do see it all, you can always add on to it with the TES3 Construction Set.
(Reference: Official Forums)
(Reference: Gamespot Interview)
(back to top)

4.3 Will there be much variety in the landscaping of Vvardenfell?
Yes, we have been assured that there will be a tremendous amount of variety in the game world. It was one of the major complaints people had with Daggerfall, and is on the top of the list of things to address in Morrowind. Among the varieties of landscaping you will are grassy, sandy, desert, badlands, mountains, etc. The editor itself will ship with eight different terrain types, and these can be blended together to create smooth transitions between two types of terrain.
(Reference: Gamespot Feature)
(back to top)

4.4 What Real Worldtm cultures influenced the aesthetics of Morrowind?
The team was influenced by several different cultures. The buildings of the Empire will have a very Nordic feel to them, while other areas are influced by Egyptian, Middle-Eastern, and Japanese themes. There will also undoubtedly be many settings that fit the completely alien aspect of Morrowind itself.
(Reference: The Essential Site Interview)
(back to top)

4.5 About how many towns/cities will be in the game?
No official number has been released. It is widely rumored that the number is around 30, which doesn't include dungeons and the like.
(Reference: Gamespot Feature)
(back to top)

4.6 About how many dungeons will be in the game?
There has been no concrete number released, but around 350 is the current estimate. This includes many different types of dungeons from tombs to caves and beyond.
(Reference: Official Forums)
(back to top)

Section 5: Skills and Experience
5.1 How will the player's character grow and develop? Will it be a "leveling" system like most other CRPG's?
Yes, but not exactly like other games. A player in Morrowind will specialize in a certain number of skills, chosen at character creation. The player will advance in those skills based on how much they are used. So a mage will become better by casting spells, and a theif will advance by picking locks and stealing. A player goes up in level based on how much those skills have increased. So a thief won't advance very fast at all just going out and killing things. You can automatically increase your character's skills through repetition, while you can increase your attributes over the course of the game with the points that you gain when you advance in character level. There are other ways that you can increase skills beyond their designated action; for instance, reading books on any particular subject can improve a character's skill.
(Reference: RPGVault Interview)
(Reference: Gamespot Feature)
(back to top)

5.2 Will the skills be the same as they were in Daggerfall?
Todd Howard stated that they have tweaked the skills by eliminating the ones that someone would not choose as a major skill. Todd stated that if there was a skill that the team decided wouldn't be useful as a major skill "we got rid of it or combined it with something else so that every skill could possibly be a major skill for somebody".
(Reference: The Essential Site Interview)
(back to top)

5.3 How many skills will be in the game?
Straight from Project Lead Todd Howard: There are 27 skills in the game (in addition to the eight attributes). There are nine skills that roughly correlate to each of the following categories: combat skills, magic skills, and stealth skills.
(Reference: Gamespy Interview)
(back to top)

5.4 How will the skills be balanced?
Once again, I can't put it better than Project Lead Todd Howard: We're still polishing them, but the idea is that each skill has real "punch" to it, so that any skill is important enough to be a major skill. It's hard because everyone uses certain skills more, but we further balance them by setting how hard they are to raise.
(Reference: Gamespy Interview)
(back to top)

5.5 What are a character's base attributes?
Characters are defined by eight basic attributes: strength, intelligence, willpower, agility, speed, endurance, personality, and luck, as well as five major and five minor skills.
(Reference: Gamespy Interview)
(Reference: Gamespot Feature)
(back to top)

5.6 Will character classes come with inherent skill sets?
Character classes have five major and five minor skills from a combination of these groups. You can create custom character classes as well choosing skills from the three groups.
(Reference: Gamespot Feature)
(back to top)

Section 6: NPC Interactions
6.1 Non Player Characters in Daggerfall were pretty flat and boring. Is the team working to address this in Morrowind?
Yes, it is a top priority. Morrowind NPC's are every bit as complete as the player character himself, in terms of stats, inventory options, etc.
(Reference: RPGVault Interview)
(back to top)

6.2 Will NPC's have 24hr scheduling?
It is unknown whether NPC's will have 24hr scheduling. It is almost 100% certain that the majority of them will not. Gameplay specific behavior is at the top of the team's AI list (you expect this character to be here at night, and he is, for example). 24hr schedules will follow that. The editor does allow you to setup schedules for NPC's. For the standard game, however, the team is taking a "wait-and-see" approach. Keep in mind there are reported to be around 2,000 NPCs, and creating individual schedules for each one would be a mammoth task.
(Reference: VoodooExtreme Chat)
(Reference: Official Forums)
(back to top)

6.3 Will I be able to kill any NPC's?
Yes, all NPC's will be able to be killed by the player, with the possible exception of a scant few (one or two maximum). It is unknown exactly who might escape your wrath.
(Reference: Official Forums)
(back to top)

6.4 Will there be any negative effects for murdering NPC's?
There's the obvious consequences of the potential to lose a plot-essential NPC. There will be a message warning you if you attempt this, however. Killing random NPC's will also affect other NPC's judgement of you. As for an experience/ability/stat penalty for being evil, there is none. The game is free-form enough to allow you to be as evil as you wish. Also, designer Ken Rolston had this to say about killing NPC's:
Murdering NPCs is against the law. In addition to negative NPC reactions to outlaw PCs, outlaws are pursued and attacked by guards, and fines and sentences handed out to captured or surrendered PC offenders.
(Reference: Official Forums)
(back to top)

6.5 Will I be able to have other NPC's in my party?
The short answer is no. Morrowind does not feature a full party system. The long answer is that from time to time, you will be able to hire additional help, such as an NPC to carry stuff for you, or perhaps even a mercenary to help you in battle. These joinings will be very temporary however, and the NPC's will never be under your direct control.
(back to top)

6.6 Will NPC's have feelings toward your character? Will their responses to you depend on how they feel about you?
Yes, there is a very developed disposition system in place in the game. Each and every character in the game has a certain disposition towards your character. Their disposition will be indicated by the color of the dialog bar used to talk with them. You can influence an NPC's disposition toward you in several ways. First, during dialog, there will be a "persuasion" button, which you can try and use to improve the NPC's disposition toward you. Persuasion is a skill, however, and if you're not very good at it, it might backfire. You might also try performing a quest for the character, or joining that character's faction or Guild. Conversely, if you attack the character or one of his/her minions, you will obviously harm that character's attitude toward you.
(Reference: Official Forums)
(Reference: The Essential Site Interview)
(back to top)

6.7 Will this disposition system be affected by Guild/faction interactions on a whole, or just operate on an individual basis?
Both. You can improve a whole guild's disposition toward you by joining that guild or doing quests for them, and you can improve any one individual's disposition toward you through individual interactions and dialog. Conversely, being a member of a Guild that is an enemy of another individual's Guild will impose penalties on that person's disposition toward you.
(Reference: Official Forums)
(back to top)

6.8 How else can I affect an NPC's disposition toward me?
During conversation there will be several different attitudes that you can take on, such as aggressive, admiring, etc. You can affect an NPC's disposition toward you by successfully pulling off one of these attitudes. Conversation is a skill, and if you fail the skill check you could create the opposite result of what you want to happen. You can also affect disposition by the clothes you are wearing.
(Reference: Official Forums)
(back to top)

6.9 Will I be able to steal from NPC's? Will they have line-of-sight vision?
Yes, you will be able to steal from NPC's and they will have line-of-sight vision. This adds an element of stealth to the game.

6.10 How many NPC's will be in the game?
According to Lead Level Designer GT Noonan, his "guess" is that the number will be somewhere in the 1,000's. Ken Rolston has stated that the number will be around 2,000.
(Reference: RPGDot Interview now lost to the void, it would seem)
(back to top)

Section 7: Factions
7.1 What exactly are factions?
Factions function like guilds did in Daggerfall. Basically, factions are organizations to which your character can belong, and thereby benefit from relationships and items or quests gained through other faction members.
(back to top)

7.2 The faction/guild system in Daggerfall was a great idea, but had poor implementation. Will there be a faction system in Morrowind?
Yes, factions will be a major part of the game in Morrowind. They will be much improved over Daggerfall.
(back to top)

7.3 How many factions are in the game?
There are approximately 10-15 major factions in the game that you can join. Of those, the three major ones are the Great House factions, or the ruling factions of Morrowind. It is not possible to be a member of more than one of those factions, nor is it possible to change from one to another. There are also the Fighter, Mage, Thief, and Dark Brotherhood factions, of which you can be a member of more than one. There is also the Morag Tong, or the Assassin's Guild. Further details on factions are being held back, as some entail key plot elements.
(Reference: RPGVault Interview)
(back to top)

7.4 What are the benefits of joining a faction?
Straight from designer Ken Rolston:
"At lowest ranks, factions provide shelter, training, and wares at discount prices, or free, and unique quest opportunities. At higher ranks, members may gain special abilities, or gifts of unique magic items, or borrow other even more exceptional magic treasures." Also, you can improve certain character's disposition toward you by joining their factions (see NPC Interactions section).
(Reference: RPGVault Interview)
(back to top)

Section 8: Races and Classes
8.1 What races are playable out-of-box in Morrowind?
The races playable out-of-box (i.e. with no use of the game editor) are High Elf, Dark Elf, Wood Elf, Nord, Breton, Cyrodiil, Redguard, Khajiit, Argonian, and Orc.
(Reference: Xanthanar's Library)
(back to top)

8.2 What advantages/disadvantages will the choice of race carry with it?
It is confirmed that specific race abilities will be in the game, that will be unattainable by anyone other than members of that race. Presumably, race selection will affect stats, and perhaps starting equipment/position. There will be race advantages and disadvantages that are packaged together as a "birthsign", choosable during character customization.

(Reference: Gamespy Interview)
(Reference: Morrowind Summit Interview)

(back to top)

8.3 How does the character selection process work?
It has been stated that the character selection process will involve in-game choices, such as in System Shock II. It will reportedly involve choices in action and dialog that occur on/around a prison ship at the game's outset.
(Reference: Official Forums)
(back to top)

Section 9: Graphics Engine
9.1 What engine will Bethesda be using to develop Morrowind? Will it be a licensed product or an inhouse developed engine?
The engine that Morrowind uses is NDL's NetImmerse engine.
(back to top)

9.2 What renderers will the engine support (OpenGL, Direct3D, Glide, etc)?
The engine is Direct3D only.
(Reference: The Essential Site Interview)
(back to top)

9.3 Will the engine feature Transform & Lighting (T&L) acceleration that my GeForce card can take advantage of?
Yes.
(Reference: The Essential Site Interview)
(back to top)

9.4 Will the engine have anything to do with the XnGine used in Daggerfall?
No, the engine is something completely different and separate from the XnGine. The XnGine has been "granted rest" according to GT Noonan, level designer for Morrowind.
(Reference: Official Forums)
(back to top)

9.5 What kind of animation system will the engine use?
The animation system is a full skeletal system. We also know that the system supports double jointed tails on the beast races :)
(Reference: RPGVault Interview)
(back to top)

9.6 Does the engine support effects such as "paper-dolling" your character (i.e. changing clothing)?
Yes, there will be paper-dolling supported in the engine. Armor and weapons will be visible on your character.
(Reference: VoodooExtreme Chat)
(back to top)

9.7 Does the engine have support for real-time shadows?
Yes, real-time shadows are in.
(Reference: RPGVault Interview)
(back to top)

9.8 Does the engine support a weather system?
Morrowind will feature a detailed, region-based weather system that includes weather from rain to ash-storms. Todd Howard stated in an interview that the weather system is made up of three disctinctly cool elements. The first is the awesomely realistic sun/moon system. The second is that weather will realistically scale up or down, so you don't enter an area and suddenly be engulfed by a huge storm. The third is that some weather effects will affect you in physical ways, such as movement rate.
(Reference: GA-RPG Article)
(Reference: Official Site)
(back to top)

9.9 What about NPC lip movement?
Yes, the engine features realistic lip and eyelid movements for all NPC's.
(Reference: July 2000 PCGamer)
(back to top)

9.10 Will interior maps (houses/dungeons) be separately loading maps like in Daggerfall?
Yes, as in Daggerfall, interiors will load separately from exteriors. The team experimented with dynamically loading everything, but there was a major performance hit along with major technical problems. The team collectively decided that the performance hit and extra development time outweighed the benefits of loading interiors, and decided to load interiors separately.
(Reference: My Trip to Bethesda)
(back to top)

9.11 How will characters' clothes be handled in the game engine? Will it just be different textures?
The clothing system in Morrowind is near-revolutionary. The clothes/armor aren't just textures applied to a model of a character, they are actually models themselves that are "pasted" onto character models. All armor moves realistically with the character. Robes deform as you would expect and armor realistically slides over the character's body. Also, the level of customization with clothing is incredible. You can get individual pieces to go on every part of your body, including asymmetrical designs, such as differing shoulder pieces. Clothing will also scale with body size, so that it should look good on both stocky and skinny characters.
(Reference: My Trip to Bethesda)
(back to top)

Section 10: Relationship to Previous ES Games
10.1 How will Morrowind be an improvement over Daggerfall?
The team has three major design goals in place for improvement. First of all, the team is committed to releasing a less buggy product. Todd Howard has made a commitment to have absolutely no bugs in this product. Second, many gamers complained that the gameplay in Daggerfall was overly repetitive. The Morrowind team is trying their best to make areas in Morrowind look as unique as possible. Third, NPC's will no longer be simple and repetitive as in Daggerfall. In Morrowind, they will basically be characters every bit as full as the player is him/herself.
(Reference: RPGVault Interview)
(back to top)

10.2 Will the random dungeon generators of Daggerfall be in Morrowind?
No. Daggerfall's randomness allowed for an exceptionally large world, albeit with cookie cutter locations and overly generic, labyrinthine dungeons. Morrowind will sacrifice a bit of the size allowed by randomness by attempting to make all locations as unique as possible. This way, there is a sense of reward and discovery at the end of a journey, instead of boredom and monotomy.
(back to top)

10.3 How will the character system in Morrowind work? Will it be the same as Daggerfall's?
It has been stated that the character selection process will involve in-game choices, such as in System Shock II. It will reportedly involve choices in action and dialog that occur on/around a prison ship at the game's outset.
(back to top)

10.4 Will the potion maker/spell maker/item enchantings be included?
Yes, all of those made the cut. It is generally the same as in Daggerfall where you mix together different ingredients to create different effects. The more random stuff you mix, the higher chance you have of creating poison, though. Alchemy is a skill this time around, so a higher skill will bring higher success in making potions.
(Reference: The Essential Site Interview)
(Reference: Gamespy Interview)
(back to top)

10.5 A cool feature of Daggerfall was the "ability" to get turned into a vampire or werewolf. Will this also be in Morrowind?
Vampires are in, although with some modifications, the exact nature of which are unknown at this time. Werewolves are out this time around.
(back to top)

10.6 Will Morrowind feature full nudity like Daggerfall?
No, there will be no nudity in Morrowind. The team weighed the pros and cons of doing nudity, and determined that the inclusion of nudity was not a feature that significantly added to gameplay, and in some cases, the inclusion of nudity might actually hinder sales.
(Reference: Official Forums)
(back to top)

10.7 Will I be able to buy my own house like in Daggerfall?
Probably not exactly like in Daggerfall, although you will be able to occupy any empty house, or set up your very own using the editor. There will also be player strongholds that you can obtain by somehow building them in the game.
(Reference: Official Forums)
(back to top)

10.8 Will there be a way to import my character from Daggerfall?
No, this feature will not be available in Morrowind for game balance reasons. You can lovingly recreate your Daggerfall character in the editor, however.
(Reference: VoodooExtreme Chat)
(back to top)

10.9 Could you tell me more about how the potion maker works?
Potion creating is based on the alchemy skill, with a high skill reducing the chances of producing a toxic potion, as well as provides more accurate knowledge of potion ingredients. Potions require ingredients, which can be obtained from the wild and from shops. Each ingredient has several different effects. The ingredients require an apparatus, such as a mortar and pestle or alembic, to reduce them to a mixable form. Apparatuses (apparati?) come in varying qualities, and will in turn produce varying qualities of potions. A potion must contain at least two ingredients with the same effect in order to generate any potency. Since many ingredients have harmful effects as well, balancing the recipe to double the beneficial effects and not the harmful effects can be tricky.
(Reference: Gamespot Feature)
(back to top)

10.10 Will there be horses or other rideable mounts?
No mounts this time around. The technological hurdle of doing mounts and mounted combat was simply too high for this game.
(Reference: XGR Interview)
(back to top)

Section 11: Plot
11.1 What is the starting premise of your character in Morrowind?
Very little is known. What is known is that you begin the game as a foreigner in Vvardenfell, a land notorious for its xenophobia. In the game opening, you are dropped off by a prison ship on the island of Morrowind. In exchange for your freedom, they give you specific tasks to accomplish, the nature of which are unrevealed at this time. You can choose to follow the orders or disobey. In the words of game designer Ken Rolston, you are a "blind pawn to the Emperor's will". You are also cursed by some prophecy, the exact nature of which is unknown at this time, and (perhaps because of the prophecy) you also have some secret enemies who you do not know at the start of the game, but who know you.
(Reference: RPGVault Interview)
(back to top)

11.2 What if I choose to play as a dark elf? Since I start in Vvardenfell, home to the dark elves, would people still hate me?
Yes, even if you play as a dark elf, you were born outside the province, and people still mistrust you. To the Dunmer, you are either in with Morrowind or you are an outsider.
(Reference: Official Forums)
(back to top)

11.3 Will there be a classic antagonist? Like the Evil Wizardtm seeking the destruction of the land?
Certainly there will be masterminds behind the plot lines. However, the primary conflicts in Morrowind are political and social in nature. For example, one of the major conflicts is between the major ruling Houses of the Dunmer, each strong in its own right, however none being strong enough to overthrow all the others.
(Reference: RPGVault Interview)
(back to top)

11.4 I thought my character was just a courier! How am I supposed to have any political power?
As your character grows, so will his importance in the politics of the Dunmer. For example, there is the Grand Council of Vvardenfell Province, the ruling body that is authorized to wield the power of the Empire in Vvardenfell. The Council is made up of representatives of three of the Great Houses of Morrowind, the head of the Tribunal religious organization, and the Duke of the Land. Each of these five people votes on issues with profound social and political consequence in Vvardenfell. Through the Reputation stat, the player will be able to directly influence the outcome of votes in the Council. There will be many quests in relation to the Grand Council.
(Reference: RPGVault Interview)
(back to top)

11.5 So what will the main plot specifically deal with? What will be the overarching issue?
Not revealed in full yet. Todd Howard has stated that it will deal with an ancient House/Guild resurfacing. There is also a mysterious disease called the blight which is sweeping across the land.
(Reference: GA-RPG Article)
(Reference: Gamespot Feature)
(back to top)

11.6 What themes from past Elder Scroll games will Morrowind explore?
These are straight from game designer Ken Rolston:
" . . . the rise and fall of Imperial power, the mysterious disappearance of the Dwarves, the subtle and sinister powers of the Daedra Lords and their powerful artifacts, the hidden society of ancient vampires." Also explored will be the mysteries of the disappeared Dwarven people and their peculiar arcane technology, a theme developed in Redguard.
(Reference: RPGVault Interview)
(Reference: Destination: Morrowind Interview)
(back to top)

11.7 Will the peculiarness of the Vvardenfell setting introduce any new plot elements into the fray?
Of course. Again, these are straight from Ken Rolston:
" . . . the bitter rivalries of the Dunmer Great Houses, the clash between civilized Great House Dunmer culture and barbarian nomadic Ashlander Dunmer culture, the obscure riddles of the Nerevarine prophecies, the looming threat of the Blight, and the shadowy menace of the Sixth House cult."
(Reference: RPGVault Interview)
(back to top)

Section 12: Quests
12.1 With the tremendous emphasis on the free-form exploration nature of the game, will there be any formalized quests to undertake?
Yes! Hundreds, probably! Quests make up the core of the roleplaying game experience. Walking around and seeing stuff can only hold someone's interest for so long.
(back to top)

12.2. In other CRPG's, like Baldur's Gate, side quests seemed rather isolated, in that they didn't relate to the main plot at all, and were just there for something to do. Will there be these types of side quests in Morrowind?
Side quests like that are inherently unavoidable in CRPG's. Surely there will be the type of side quests in Morrowind that are there just for fun and just for something to do. However, for the vast majority of quests, even the smallest of side quests, Bethesda is seeking to incorporate them into the main storyline.
(Reference: Official Forums)
(back to top)

12.3 Will the quests be all hack n' slash?
There will be plenty of hacking and slashing in the game, that's for sure. However, there will also be many many other types of quests to undertake. There will be quests that revolve around political issues, there will be Thief like quests where stealth and planning are paramount, and there will be hack n' slash quests where you can't kill anyone. You will be able to fight someone until they fall unconcious from fatigue, thus eliminating the foe without killing him/her.
(Reference: Official Forums)
(back to top)

Section 13: Multiplayer
13.1 Will Morrowind feature a multiplayer component?
No, Morrowind will be a single player only game. The team felt that to do a multiplayer game right, they would have to either concentrate all their resources on multiplayer and make a multiplayer only game, or make a simple multiplayer game, lose valuable development time and have the multiplayer feel like it was just "tacked on". The team decided they would rather do "the best single player game money can buy."
(Reference: RPGVault Interview)
(back to top)

Section 14: Combat
14.1 What are the team's major design goals for combat?
The team wanted combat to be something that was fun, as well as not overly complicated. They also wanted combat to have a more "kinetic" feel to it, rather than the detached feeling featured in most other RPG's, where you point to an enemy and wait for the battle to be over. Animations, visuals, and sound effects will make sure you feel like you're part of the action. Also, the team wanted all weapons to be useful in some way, even tiny daggers.
(Reference: RPGVault Interview)
(back to top)

14.2 Will combat be real time or turn based?
Combat will be completely real-time.
(Reference: RPGVault Interview)
(back to top)

14.3 What kind of control scheme will combat use? Will it be like Daggerfall where you swing with the mouse?
Combat will feature many different vectors of control for the player. The direction the player is moving when he or she presses the attack button will determine what kind of attack is executed. A forward movement will be a thrust, sideways will be a slash, and diagonally will be a chop. The default (standing still) attack is the chop. Also, the player can control the strength behind an attack. When the player presses the attack button, the controlled character will start to pull the weapon back. The longer you hold the attack button, the farther back the weapon is pulled, and the stronger your attack. The control scheme is said to be primarily influenced by Jedi Knight, with elements resembling Thief and System Shock 2 as well.
(Reference: RPGVault Interview)
(Reference: Official Forums)
(back to top)

14.4 How will weapons and stats affect combat?
Certain weapons will be useful in different ways. For example, an axe is a great weapon to chop with, but you won't do much damage with an axe thrust. On the other hand, a dagger is great for quick thrusting. Weapons will have damage ratings for each attack style, as well as speed ratings, which govern how quickly you can attack. Weapons will also differ in how long it takes to pull them back for stronger attacks. Your character's stats determine if you hit, how hard you hit, as well as how tired you get.
(Reference: RPGVault Interview)
(back to top)

14.5 Will the player be able to execute "combos" or combinations of moves for more effective combat?
No, in an effort to keep things simple, there will be no combo moves.
(Reference: Official Forums)
(back to top)

14.6 Will there be a block button or ability?
Yes, blocking will be completely automatic, based on your combat skill. There will be accompanying animations to make the block seem more realistic.
(Reference: Official Forums)
(back to top)

14.7 Will damage be location-based? For instance, will head shots hurt more?
No, there will not be location based damage.
(Reference: Official Forums)
(back to top)

14.8 How many weapons will be in the game?
There will be over 200 weapons in the game, more than likely running the gamut from standard fantasy swords and axes to more exotic Vvardenfell fare.
(Reference: Official Forums)
(back to top)

14.9 What steps are being taken to ensure a level of balance with all those weapons?
Each weapon will be useful in a specific way. For example, a dagger will be useful for quick thrusting, while a hammer is useful for powerful chopping. Also, the bigger and heavier your weapon is, the quicker you will tire. Fatigue plays a large part in the strategy of combat.
(Reference: RPGVault Interview)
(back to top)

14.10 Will I be able to use two weapons simultaneously (dual-wield)?
Probably not. The control scheme would be far too complex for that.
(back to top)

14.11 Are missile weapons in?
Yes, missile weapons are in.
(back to top)

Section 15: Magic
15.1 Will Morrowind feature the same schools of magic as found in Daggerfall?
For the most part. Two schools of magic have been combined, and there is an added school, Conjuration.
(Reference: RPGVault Interview)
(back to top)

15.2 Tell me about the new school of magic, Conjuration.
Conjuration is an entirely new school of magic, not featured in previous Elder Scrolls games. It's made up of four major classes of effects. The first is Turn Undead, similar to its use in other games, where it causes undead opponents to flee in panic. The second is Summon Undead and Summon Daedra, which summons up said creatures to aid you in battle. The third is Charm Creatures/Charm Humanoids, which allows you to make other creatures like you and attack your enemies. The final class of effects is Bound Weapons and Bound Armor, which summons magical daedric weapons and armor of zero encumbrance. Perfect for stealthy character types, as well as things such as swimming or flying.
(Reference: RPGPlanet Chat)
(back to top)

15.3 Will I be able to create my own spells, just like in Daggerfall?
You will be able to create your own spells. However, the exact mechanics have been somewhat changed. In Daggerfall, you were able to create any kind of spell once you were able to make spells. In Morrowind, you will need to learn individual elements and effects before you can create a particular spell. The more effects a spell has, or the more powerful the effects, the higher the cost, both in physical exertion and magic point cost. Check out this topic for how spell creation is handled in the editor.
(Reference: RPGVault Interview)
(back to top)

15.4 How many magical effects are in the game for me to combine to create something new? What exactly is meant by "effects"?
There are over 200 effects that you can combine to create new spells. You must learn the effects in the game before you can use them. Spell "effects" are basically just anything that a spell can do, like shooting a fireball, silencing another spell caster, healing someone, etc.
(Reference: RPGVault Interview)
(back to top)

15.5 What kinds of special visual effects can we expect to see with magic?
The team is working hard on spectacular particle effects for spells. Visual effects will scale so that a 50-point fireball is ten times larger than a five point fireball. The team is also working on methods by which to blend different particle effects for spells that incorporate more than one magical "effect".
(Reference: Gamespot Feature)
(back to top)

Section 16: The Editor
16.1 What is the Elder Scrolls 3 Construction Set?
The ES3 Construction Set is the very same tool that the game designers at Bethesda are using to build the world of Morrowind. It is a game editor designed to allow the user almost complete control over the game world.
(back to top)

16.2 What kinds of things will I be able to manipulate using the construction set?
A more appropriate question would probably be "What can I not manipulate with the Construction Set?" The user has control over virtually every facet of the game world except for the underlying engine. You can create new settings, towns, landscapes, weapons, lights, dialogue, quests, races, classes, non-player characters, skills, animation, menus, sound, and more. You will be able to play with formulas that are used to determine weapon accuracy, experience gains, random encounters, movement, magic, etc. You will be able to write your own books, put pictures in them, and place them in the game world. You can create your own spells. The editor will also include its own scripting language, for experienced programmers to add features to the game that the developers never even thought of. The possibilities are endless.
(Reference: Gamespot Interview)
(back to top)

16.3 Will I be able to write my own dialog for characters, and specify when to use it?
Yes and yes. You will be able to ensure that certain pieces of dialog only appear after certain events take place. Also, dialog is not directly linked to a specific NPC. It is housed in a separate database that can contain references to many many different things such as place, faction, class, and race. This way, you can set a certain piece of information so that an entire town knows it, or an entire race, etc. You can also assign faction requirements to information (only receive that information if the person likes you enough). You can even assign dialog to inanimate objects if you wish. Also, you can rank dialog topics in the order you want them to appear. You may also create dialog menus, where the user has a choice of response.
(Reference: My Trip to Bethesda)
(Reference: Gamespot Interview)
(back to top)

16.4 How will the Construction Set interface with the game if there is no multiplayer? Will people only be able to play quests they design themselves?
No, not at all. The Construction Set uses a plug-in based architecture. Whatever you design in the editor is saved to a file. That file can be used by anyone who has Morrowind. So you can upload them to the web and share with other people.  When you start the game, a menu appears asking you what plug-ins you want to load. All you do is choose and start the game with all the new features of the plug-in in place.
(Reference: Gamespot Interview)
(back to top)

16.5 So you can just load any plug-in anytime during the game?
Yes. For example, if you're having trouble defeating a certain key enemy, you could create your own super-weapon, load it into the game, and use it to take out the enemy. You can alter the game experience at any point you choose from beginning to end.
(back to top)

16.6 Doesn't this present the potential for some serious balance issues?
Of course. If you wanted to make your character incredibly powerful, it's easy to do. If you wanted to delete key game characters vital to quests, that's easy to do also. But that's also the beauty of the editor. It leaves the game experience completely up to the user. The game can be as challenging or as easy as you want it. Also, because of the editor's plug-in architecture, the user can choose at any time which plug-ins he or she wants to use. If one is causing problems you can simply unload it. In the end, it's up to the player. If you want to spend $50 on a game, then create a god weapon and beat it in two days with no challenge, that's your perogative.
(Reference: Gamespot Interview)
(back to top)

16.7 What if a mischeivious person uploads a plug-in advertising a really cool feature, but it actually causes problems like deleting key NPC's? How can the user know exactly what he or she is downloading?
There will be a place for plug-in authors to write summaries of their plug-ins. Hopefully, responsible authors will include info on what was changed and where. To combat people who don't include everything in your summary, there is a button labeled "Details" that allows you to see everything that was changed and where. Also, again, if something is causing problems it's a simple matter to unload it.
(Reference: Gamespot Interview)
(back to top)

16.8 Will the editor be difficult to use? What tools will be included for the newbie user? Do I have to have modeling/art/programming knowledge?
The basic features of the editor are purportedly very easy for beginning users. It supports a very basic drag n' drop, cut n' paste interface with the game world. You can simply select an item from a database and put it in the world with all its properties intact. Using menus, you can alter features easily (i.e. Make fires burn brighter, weapons do more damage, etc.). The game will ship with a huge amount of useable content (ready made models, art, scripts, quests, etc.) that someone can simply place in the game world, no experience required. On the other hand, with the scripting system, one can make things as complex as one is comfortable with.
(Reference: Gamespot Interview)
(back to top)

16.9 Will the editor compile all the changes I make into one file for easy uploading and downloading?
Yes, all the changes you make should be compiled into a single .esm file. You might have to include extra files with the .esp file if you included any art not already included with the game. The exact mechanics of this are unclear at this time.
(Reference: Gamespot Interview)
(back to top)

16.10 Does the editor have any limits on the size of the world that I can create?
No. You can even add on to the existing game world if you like. The world size limit is infinite.
(Reference: Gamespot Interview)
(back to top)

16.11 Does the editor ship with any tools allowing the creation of original art for the game?
No, you will need to have your own art editing tools. If you wish to do new models, you will need a copy of 3D Studio Max, as well as the plug-in which Bethesda uses to import model info into the game. Textures are a bit easier, however, as they are just TGAs and BMPs (standard art formats) and any art program that can handle those formats, can be used to edit them. You will, however, be able to disassemble most structures, and using these "building blocks", build new things as you see fit.
(Reference: Gamespot Interview)
(back to top)

16.12 Will I be able to alter the music in the game?
Yes, you can either simply overwrite the files included in the game, or you can write a script to specify when a certain piece of music should play.
(Reference: Official Forums)
(back to top)

16.13 Will the editor be shipping with the game?
Yes.
(back to top)

16.14 Will I be able to create a whole new world from scratch?
Yes, but you'll always have to start with the base continent. In other words, you'll never actually be faced with a blank world to create. Plug-in authoring always begins with a "master file". The default master file contains the out-of-box continent of Morrowind. The reason for this is that the master file includes all kinds of required game information, such as races, skills, etc. If you wanted to create an entire world, you should be able to delete the entire continent of Morrowind if you wanted, although the best thing to do would probably be to create a new continent far off the coast of Vvardenfall. That way you won't delete the base continent for people who still want to explore it. Another option is that you can create a brand new master file. Basically you go about this by taking a plug-in that you've created with some location data in it, and saving it as a master plug-in. This will save it with all the necessary world data to allow it to be your "base" world.
(Reference: Official Forums)
(back to top)

16.15 How will the placement of monsters/NPC's work?
Monster placement can be accomplished in a couple of ways. You can simply drag the monster or NPC from a list into the game world. This will place a single instance of the creature in the game. You can also drag a "levelled" list into the world. This will cause monsters to appear based on the player's level. For example, you could drag a list where one item was a level 5 skaama, and another item could be a level 12 Daedra. So if the player's level is 5, a skaama would appear. If it's 12, a Daedra would appear. You can also create custom lists so that you can get any monster to appear for any player level. For example, you can set it to spawn a Daedra lord for a level 3 player. You can also set any creature to respawn or not.
(Reference: Official Forums)
(back to top)

16.16 Will I be able to create completely new items by changing the attributes on existing items?
Yes, when you change the attributes of an existing item, let's say a dagger, you have the option of having the change affect every instance of the item in the world (up the damage on every dagger in the world) or creating a brand new item (Dagger of Asswhooping, unique item).
(Reference: My Trip to Bethesda)
(back to top)

16.17 When I create a new item, will I be able to put in anywhere? Like in stores or in my characters inventory?
Yes, you can place the item anywhere in the game including NPC's, stores, and on the ground.
(Reference: My Trip to Bethesda)
(back to top)

16.18 Will I be able to create my own buildings without having to use a program like 3d Studio Max?
Yes, with restrictions. There will be a very large number of "building block" segments included with the game. You can create new buildings by combining building blocks together in different ways. The building blocks are fully rendered sections of buildings. Hallways, stairs, walls, for example. You just drag and drop them into the world to add on to structures.
(Reference: My Trip to Bethesda)
(back to top)

16.19 Since interiors will be separately loading maps, how will I create an interior in the editor?
You basically just create the interior the same way you would create and other map. Just set up walls, drag and drop stuff in, etc. Then, you place a "teleporting" door on the outside of your structure, by simply placing a door and checking the "Teleporting" option. You specify a map for the door to teleport the player to, and a starting position and orientation on the map (where the player will be teleported in). Doors that aren't flagged as teleporting simply swing open and shut.
(Reference: My Trip to Bethesda)
(back to top)

16.20 How will I go about creating my own spells in the editor?
All you have to do is pick from a list of effects (which included some very cool stuff), which effects you want to combine. From the interface that I was shown it looked like you could combine a maximum of 6-8 (my memory is foggy) effects for a single spell. Then you select the target, duration, range, and magnitude of each effect. The choice of target included “Caster”, which allows for some really good balancing effects. For example, you could create a really powerful fireball spell that also silences the caster for 30 seconds. The program automatically calculates the spell point cost of the spell based on how powerful it is. Or, alternatively, you can check a box to turn that function off and edit the point cost yourself. When you're done editing the effects, you get to choose what type of spell it is.
(Reference: My Trip to Bethesda)
(back to top)

Will I be able to assign magic effects to other things like skills or race abilities?
Yes, you can edit several different things with the magic editor. The categories are: spell, ability, disease, blight disease, curse, and power. Spell is obviously a standard magical spell that you can grant a character, or you can insert into a shop. An ability is an inherent trait of the character. For example if you did a silence effect as an ability, your character would walk around silencing everyone who came near you. A disease is just a standard disease like a rat could give you. A blight disease is like a much more powerful disease. A curse is something even stronger that Todd said would “require scripting” to remove. A power is an ability particular to one race, like the Imperial's “Voice of the Emperor” ability (basically a “charm” spell).
(Reference: My Trip to Bethesda)
(back to top)

Section 17: The Interface
17.1 Will Morrowind's interface be similar to Daggerfall's?
Probably not similar other than the similarities inherent in the control of a first person game. Todd Howard has stated that the interface should generally feel familiar to anyone who has played a first person shooter.
(Reference: GA-RPG Article)
(back to top)

17.2 Will the look/position of the interface be customizable?
Yes, the interface will be completely customizeable. Windows can be resized, moved, turned off, or made semi-transparent according to your preference. At no point in the game is it necessary to leave the game screen, as you can access inventory, view character statistics, and manage spells through the onscreen windows.
(Reference: Gamespot Feature)
(back to top)

17.3 Will the the interface be "layered" or multi-windowed?
Yes, the information will be layered.
(Reference: GA-RPG Article)
(back to top)