






I created a survival mode mod for OpenMW that was inspired by Skyrim's survival mode!
Hi, I've recently released a mod I've been working on for quite a while now! It adds a survival mode system to Morrowind that was inspired by Skyrims! The goal of it was to have it super easy to understand and keep it vanilla-like!
Download: https://www.nexusmods.com/morrowind/mods/59033
Guide: https://docs.google.com/document/d/1YKHhpTUDlr-j_vJINQz9VZ9k5EhvJj7P7unF_VYNzws/edit?usp=sharing
Features
- Seasonal temperature variations (optional)
- Wetness system, Fire/Lava detection
- Fully modular survival system, disable any of the core needs at any time, adjust certain difficulty settings.
- Temperature system is automatically compatible with new armor mods.
- Safe to install mid-save!
- Fully compatible with OAAB Data, Tamriel Data, Project Cyrodiil, Skyrim Home of the Nords, Taddeus' Foods of Tamriel, and Expanded Loot - Food and Dishes, but none are required.
- Patch making is simple! Hunger & hydration value are based on item-weight, meaning making patches is as easy as adding the item ID to a yaml file. Similarly, patches for temperature regions can also easily be made by creating a new yaml file.
- Customizable UI + Stats Window Extended support! Item icons can be disabled/enabled alongside progress bars, the icons can additionally be repositioned.
- Dynamic spells to allow percentage based debuffs instead of static debuffs. As you progress in stages of hunger/thirst/tiredness/temperature your debuffs are percentage based, similar to Skyrim. An example of this is at max hunger your weapon skills are reduced by 85%.
- Intentionally designed to be "vanilla-like", the idea was to have it feel as if it was a feature that was shipped with the base game. Meaning no complex crafting systems or user interfaces.
Hunger
- Hunger progresses from "Well Fed" to "Starving" over the span of 40 in-game hours, 80 real-life minutes, and six stages.
- When you are well-fed you get a 15% increase in learning with weapon skills, but becoming hungrier will make you use more fatigue & less effective with weapons.
- Maintaining your hunger is fairly simple, it's calculated with this formula: 0.1 weight equals 25 units of food. If the food provides more than 250 units, anything past 250 only provides 40% nutrition. This means an item that weighs 2.0 will provide 350 units of nutrition. It's designed to be easy to follow "heavy item is more food, while light items are less".
Hydration
- Hydration progresses from "Well Hydrated" to "Severely Dehydrated" over the span of 32 in-game hours, 64 real-life minutes, and six stages.
- When you are well hydrated you get a 15% increase in learning with magic skills, but becoming thirstier will make you use regenerate fatigue slower & less effective with magic.
- Maintaining your hydration is fairly simple and drinks are sorted into three tiers, small, medium, and large. Drinks that weigh less than 1.0 are considered small and provide 150 units of hydration. Drinks with a weight greater than or equal to 1.0, but less than or equal to 3.0 provides 250 units of hydration. Drinks with a weight greater than or equal to 3.1 provide 400 units of hydration.
Sleep
- Sleep progresses from "Well Rested" to "Debilitated" over the span of 42 in-game hours, 84 real-life minutes, and six stages.
- When you are well hydrated you get a 15% increase in learning with armor skills, a 10% buff to persuasion, and a 15% increase in stamina regeneration. Becoming more tired will make it harder for you to carry items (burden), reduce your armor skills, and reduce your block and sneak skills. Rest is one of the most crucial needs.
- Getting rest is relatively simple, sleeping in any bed will allow you to regain energy at a rate of 50 rest units per hour. Sleeping on the ground outdoors will cause you to only recover 37.5 rest units per hour, additionally when sleeping on the ground outdoors you will be unable to reach the “Well Rested” stage. Traveling on silt striders or boats does not provide rest, but you will conserve energy and get tired 40% slower than normal. Sleeping in armor will prevent the player from becoming well rested unless they are in a cold biased region with armor that provides a warmth bonus (fur, leather, hide, wolf, bearskin). Waking up too hot or too cold will prevent you from getting the “well rested” bonus, although you can progress into the stages values.
Temperature: Heat
- Heat progresses from "Comfortable" to "Scorching" over five stages.
- "Warm" is more of a warning stage, this has increased thirst by 10%
- Ash & Blight storms will cause extreme heat, staying "well hydrated" will decrease your heat by 20%
- Cooler evenings & nights, summers are hot and winters are colder.
- Wearing certain armors will make you hotter, but you can wear robes as a surcoat to keep heavy & some medium armors cooler in clear/cloudy weather.
Temperature: Cold
- Cold progresses from "Comfortable" to "Freezing" over five stages.
- Cold stages have "Weakness to Frost", "Increased Stamina Drain", "Increased Hunger", and "Decreased Speed" (max of 40%). Very Cold and Freezing stages will have health penalties.
- Rain, Thunder, Snow, and Blizzards will make you colder, being wet will make you colder as well. Metallic armors offer less cold protection, while fur/leather/hide armors offer more warmth protection. Fire sources will warm you up in cold environments.
Compatibility
Is something missing? Feel free to make a request & I'll try to patch it ASAP!
- Tamriel Rebuilt by TamrielRebuiltTeam
- Skyrim Home of the Nords by ProjectTamriel
- Project Cyrodiil by ProjectTamriel
- Wyrmhaven by Neoptolemus
- OAAB Data by MelchiorDahrk
- Taddeus' Foods of Tamriel by Danae123
- Investigations at Tel Eurus by Billyfighter
- Windhelm - City of the Kings by superliuk
- Expanded Loot - Food and Dishes by Orfey100
Credits
- lhyacinth and ownlyme for their interior detection & static scanning scripts from Sun's Dusk - Needs and Survival (OpenMW)