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The Most Complex Mod Ever Created (Morrowind in Elden Ring)

IbizaPocholo

NeoGAFs Kent Brockman


InfernoPlus showcases significant progress on an ambitious project porting the world and mechanics of Morrowind into the Elden Ring game engine. This technical demonstration covers core gameplay systems, including combat, questing, alchemy, and crime, while detailing the complex coding and reverse-engineering efforts required to adapt the two distinct game structures.
  • (00:00–00:27) The creator opens by responding to skeptics who thought the project would never release, then reveals that the mod — a recreation of The Elder Scrolls III: Morrowind inside Elden Ring — has become surprisingly playable, despite still being unfinished.
  • (00:27–01:45) A gameplay demo showcases early-game progression: exploring Seyda Neen, buying gear, accepting quests, fighting smugglers, looting caves, freeing slaves, and experimenting with converted combat and RPG systems. The creator notes that balancing is still extremely rough, with placeholder stats and unfinished game design.
  • (01:45–04:43) The demo continues through Balmora quests like the iconic rat extermination and egg mine missions. Combat is intentionally punishing and Souls-like, with multiple deaths against smugglers and agents. The mod adapts Morrowind's quests into Elden Ring's combat engine while preserving the original world structure and progression.
  • (05:04–06:34) The creator pauses for a sponsor segment about coding education, then explains that the project's technical scope has expanded dramatically beyond initial expectations, involving complex scripting, systems engineering, and reverse engineering work.
  • (06:34–07:52)Several gameplay systems are now functional:
    • Alchemy and potion crafting
    • Profession-based NPC services
    • Weapon upgrading and enchanting
    • Spell memorization
    • Ashes of War integration
    • Travel systems and trainers
      However, recipes and balancing still require major tuning.
  • (07:52–09:45) Crime, persuasion, pickpocketing, and guard behavior have been recreated from Morrowind inside Elden Ring's engine — something the creator describes as "teaching a dog calculus" because Elden Ring was never designed for these mechanics. Temporary AI-generated placeholder voices are also being used while volunteer voice actors are recruited.
  • (09:45–12:15) The mod already supports many existing mods and even Morrowind DLC content. The creator also explains how they reverse engineered Elden Ring's world map system, which is built from hundreds of segmented image files rather than a single texture.
  • (12:15–14:35)One of the biggest technical nightmares involved Elden Ring's audio and navigation systems:
    • Audio banks use irreversible FNV hashes instead of readable identifiers, forcing brute-force solutions.
    • Nav mesh generation required hooking hidden Havok SDK functionality directly from the compiled Elden Ring executable because official tools are unavailable.
      The creator praises contributors who made this possible.
  • (14:35–18:33) The most difficult challenge was recreating Morrowind's scripting and NPC behavior systems inside Elden Ring. A custom cross-compiler procedurally generates code in multiple languages and converts Morrowind scripts into Elden Ring's low-level EMVD scripting format. The creator shows how a simple shrine script from Morrowind becomes an unreadable mass of bit-level memory operations in Elden Ring.
  • (18:33–22:04)The project is now "mostly playable," but large tasks remain:
    • Rebalancing stats and potions
    • Redesigning enemy placements
    • Building custom boss arenas
    • Adding missing systems like lockpicking
    • Fixing strange bugs (such as bandits reporting murders to guards)
    • Recruiting volunteers for voice acting, 3D art, armor design, and character face creation
 
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