Skywind is a non-commercial, fan made modification for The Elder Scrolls V: Skyrim that seeks to merge the amazing world of The Elder Scrolls III: Morrowind with the enhanced graphics and capabilities of Skyrim’s engine.

While ownership of both games is required to play, the player only actually plays Skywind using the Skyrim game, and not the older Morrowind game. This means that the user interface, combat, and graphics of the Skywind mod are based on those of Skyrim, and not Morrowind.

We’re keeping our release targets private for now, and it’s not possible to give a useful completion percentage. With a community project such as this, progress often comes at an irregular rate and is hard to predict. Providing even an approximate estimated date won’t help us deliver Skywind faster and will result in disappointment if we’re delayed. It’ll be done when it’s done.

Currently we have been experiencing a steady level of activity in several key sectors that has benefited the project immensely. When we have a release date in mind we will notify our fans via our various social media pages and Discord.

If you would like to help accelerate the development of Skywind we would love to have any qualified volunteers come on board! Please see our volunteer page if you believe you have the passion and aptitude to learn and help: https://tesrskywind.com/volunteer/

Skywind is being made for PC. Size limitations, inability to use the Skyrim Script Extender (SKSE), intellectual property barriers, and a number of other reasons prevent us from porting to consoles.

You will need the following installed on your system:

  • TES III: Morrowind, including the Bloodmoon and Tribunal expansions or the Game of the Year edition
  • TES V: Skyrim: Special Edition

You need legitimate copies of both games – even if you defeat the copy protection somehow, pirated copies of the games do not work right with Skywind and you will have problems. All legitimate installations of Morrowind and Skyrim are expected to work (including disc, GOG, Steam).

Skywind takes advantage of the graphical capabilities of the Creation Engine whilst having its own unique weathers, user interface, and other alterations that will make it somewhat demanding. The recommended system spec for the mod is slightly higher than that of Skyrim: Special Edition. More information about system requirements will be available as we get closer to completion.

Skywind aims to have full functionality upon release equivalent to recent Elder Scrolls titles, as well as to expand by reintroducing critical elements from Morrowind that did not make it into Skyrim. We cannot make any promises at this time about what will and will not make it into the final release but rest assured some are already implemented and others are being worked on.

Every asset in the game is being created from scratch, to as high a level of quality as possible. The level of quality upon release should rival or surpass the average Skyrim mesh or texture.

A separate TES Renewal team is working on an Oblivion conversion called Skyblivion. Skywind and Skyblivion will be separate mods. Visit skyblivion.com for more information on Skyblivion.

Yes you will! This is in the process of being implemented.

In the future you will be able to craft many of the objects from Morrowind using local materials. That means real mining and Morrowind style crafting stations too. These recipes will be balanced so as not to interfere with a Morrowind style of gameplay. Smithing will also be overhauled as to not overshadow the value and rarity of particular found items and to balance the game so that players do not feel like they need to smith or lose out on the best armor. The skill will still be incredibly useful and will work differently than it did in Skyrim.

New crafting fields unique to Skywind will be introduced, bringing further functionality to previously static objects such as the loom and kiln. These professions are based on those the Temple saints are patrons of, valued by Dunmeri culture. Minor tier crafting professions will tie into major ones, but are not exclusive to a skill. These include cooking, dye-making, and pottery.

You will be able to use fast-travel and quest markers because they come with the Skyrim engine. However it will still be quite possible to play through the entire game without them, and the dialog and quests are designed with this in mind. We’re planning to make this configurable in the Mod Configuration Manager in our version of SkyUI.

Like Morrowind, Skywind will not have horses. As well as staying true to the original game in this regard, we think it’s important that Vvardenfell maintains the impression of a vast island to explore (which, incidentally, it is – 60% as big as Skyrim by landmass, but with more explorable terrain by far!).

Horses introduce a smaller world in terms of travel time, and inevitable glitches (as demonstrated by one of our devs, Thermocrius: https://youtu.be/YZQ1HsMwtDw). This also means we’re not obliged to do horse armor DLC… although maybe the guars could do with armor?

Clothing and armor will not be able to be worn at the same time. This is due to clipping issues, as well as some of the hard-coded elements of the game.

A majority of Skywind’s armors have been designed and created on the basis that separated pauldrons and greaves will also cause unacceptable clipping issues. More recently, however, there’s been work do implement these pieces, and to do so without too much aesthetic sacrifice.

As a result, our current expectation is that most armors will come with the pauldrons and greaves attached to the cuirass as a single piece of body armor, and some (newer) armor will have separate greaves and pauldrons. For those newer armors, you’ll also be able to mix-and-match pauldrons – left and right will be separated.

It’s fairly unlikely we’ll be able to rework existing armors the same way.

Yes! Although we’ll probably not implement every weapon from Morrowind (don’t hold your breath for throwing stars, for example), we’ve included crossbows and have made great progress with spears and staves, with custom animations in both first- and third-person. We plan to including some impromptu weapons like pitchforks and paddles, too.

We’re going to do as much as we can manage to make spells similar to Morrowind, but there are restrictions to how spells have to be done. Many spells, especially the ones from Morrowind, are not a simple “fill in magnitude and it magically does what you want it to” – they are scripted, and often rely on many other things, such as perks, other magic effects, other spells, and global values.

If we want a spell with that stuff, we can’t just simply change a magnitude or duration in one of them. We have to create new spell(s), new perks, new global variables, new magic effects and so on for each one with different magnitude/duration/area.

With that said, we are making great progress with support of custom spells. Check out Greavesy’s proof-of-concept here: https://www.youtube.com/watch?v=p2mNUeoJMiU

The team is putting their heart into making Skywind the best product it can be, and we want to make sure that our fans get to experience our vision as it is meant to be. Due to the alpha stage of the project we have decided to keep our work internal and update you via our various social media channels. We will open Skywind to a beta testing in the future when we have reached a point where feedback will be constructive to polishing up Skywind. Currently, many aspects of the game are still a work in progress and it would be hard for anyone not directly involved in the project to know what is or what is not a bug or simply unfinished at this stage.

We greatly appreciate the interest our fans have in the project and understand how much you want to play it and we’re working hard to make it what it is destined to be. If you are interested in volunteering your skills to help speed up the project please check out our volunteer page here: https://tesrskywind.com/volunteer/

Because of the major changes Skywind brings in its implementation as a Skyrim mod, this unfortunately isn’t easily feasible. Skywind will act as a stand-alone game in its own directory with its own launcher.

We’re happy with this, from a creative perspective. Morrowind tells the story of the ascent of the Nerevarine: a hero reborn in the mantle of an outlander, shipped to a hostile and alien island, and left to fend for themselves, and to discover their destiny. Having crossover with the story of the Champion of Cyrodiil or the Last Dragonborn detracts from this story, and we’re content with Skywind telling the story that The Elder Scrolls III set out to tell.

We are exploring the possibility of a skill tree overhaul specific for Skywind. The goal of the overhaul would be to create a skill tree system that brings back elements from Morrowind as well as restructuring the perk system altogether. It is too early to say if we will be able to achieve everything that we are planning but we want you to know that we are making a serious attempt at redefining this system.

Modders with experience in this area have offered to lend their help in this endeavor but anyone interested in this aspect and has experience in this area is welcome to contact the game mechanics department lead if they would like to volunteer!

By and large, probably not. Certain mods should be compatible, and we will be getting our own separate page on Nexus Mods where people will be able to post their mods for Skywind. However, we are changing mechanics of the game, and not every mod will be usable. You’ll have to try the individual mods for yourself.

We don’t plan to include the expansion packs at this point, but it’s possible we’ll consider it as extra content once the main game is complete and released to the world. The official plugins will be considered on a case-by-case basis.

By reading the FAQ. Which you’re doing, so great! Go to the #public_chat and enter the command +osheriad to indicate you’ve read and understood the FAQ, and the role will be bestowed upon thee. (Then come back here and finish reading the FAQ!)

Our QA team hates bugs! They’ll be looking to remove all of the original bugs from the game, and make sure that no new bugs are introduced in the conversion.

This isn’t something the core team have plans on doing. However, we have opened up for the possibility of the community doing translations. It is a huge task, requiring co-ordination and automation, without the support of the team, who have higher priorities. For now, we’d need modders with existing i18n experience and ESP-ESM Translator knowledge (or a keenness to teach yourself). If you’re undeterred, contact Alfx on Discord to discuss getting started.

We’re open to suggestions, but note that we get a lot of them, and it’s really important that we limit scope creep. Feel free to make the suggestion, but please understand that it might not be feasible or practical!

Even if you think it’ll be easy, or if you found a mod that already does it, that doesn’t always help much. We find that independent modders are rarely all that willing for their work to be absorbed into a bigger mod, and that many mods don’t meet Skywind’s high standards. If you think you might have an exception to this trend, though, we may well be interested :)

Yes, absolutely – follow our various social media channels for a look at what we’ve been up to:

We occasionally run donation drives to help us with costs we can’t afford – most notably website hosting and service subscriptions. If you’d like to help us cover those costs, we’d certainly be grateful – you can visit our donation page.

This is never for profit. We will never charge for Skywind, and we will never accept donations to provide exclusive access or for any other preferential treatment. Don’t accept any imitations.

We love that Morrowind didn’t railroad your decisions about important characters, and we’re replicating that approach, wherein you may kill whom you want – you simply get a message that what you’ve done has broken the storyline. To avoid annoyances, we might stop important characters from being targeted by other hostile characters and creatures.

Probably not. Everything that gets implemented in-game has been worked on by a whole group of people, from ideas to concepting to modelling to getting it into Skywind. It would be unfair for any one developer in that chain to release it as “their” asset. As a team, we’re totally focussed on bringing Skywind to completion and at this point we don’t see a benefit releasing bit-by-bit; perhaps we’ll reconsider further down the line.

The scale of the Skywind worldspace is very similar to Morrowind. In a few cases we’ve pushed and squeezed areas of the map around where we felt it was necessary for level design, but by-and-large it will be the same size and shape as Morrowind, and landmarks will be in roughly the same place. Contrary to popular belief, the Morrowind world was really quite big; our landmass is a little over two-thirds that of Skyrim.

No. No man. Hell no, man. We’ll be retaining Skyrim’s collision-centric combat, but tweaking it to give it a Morrowind slant, e.g. giving stamina more importance.

Right now, we’re planning to use the Skyrim race appearances. We’re considering visual changes, e.g. tattoos, hairstyles, and markings that we feel are better suited to Vvardenfell, but it’s not very high priority. In that situation, the beast races would still have plantigrade feet, and wear boots and helmets as they can in Skyrim.

There’s a very small possibility that we’ll undergo a more major race overhaul, creating new models from scratch that are more in-line with Morrowind’s art style.

Regrettably, we’re not working on Skyrim VR compatibility; the existing scope of the project is already ample! We’d love to see it, though, and we think modders would probably be able to make it work. One of the bigger hurdles will be replicating the changes we’ve made to SkyUI in SkyUI-VR.

Scroll to Top