A toy I wrote for myself while working on Lawnmower. It might be of some use if you're trying to find mod conflict areas, when you are hunting for a good place to make a new mod (hint: it's not Balmora) or see if landmass mods conflict. Or just because you like very low-rez maps rendered as a HTML table.
It also serves as a record of decades of Morrowind modding and the thousands of hours fans have put into building new content, adding links to places where you can find this content. The overarching goals are to be comprehensive, produce simple yet attractive output, be zero-cost & zero-maintenance, robust, and durable. Will Github vanish eventually? Sure. Will it last longer than my ability and/or interest in maintaining my own page? Definitely. Sites die. Morrowind modding history is littered with dead sites, dead links, content that people worked hard on and now has all but disappeared.
Modmapper will examine a folder of one or more mods and build a html file with a map of exterior cells. It will show which mods alter a cell, with brighter colors meaning more mods affecting that cell. Mouse over a cell to see a tooltip with mods affecting that cell. Click on any cell with yellow text to jump to a list entry for that cell with the mods affecting it. Use [back] function of your browser to return to map. Modmapper will also build a list of interior cells and which mods alter them and add that list to the end of the html file, you can search like you would on any web page. Finally, it will build a table of mods, the name of the zip file it was found in, and if known, a link to Nexus or other places where the mod can be found.
Modmapper does not alter any game files, it will read esp/esm files in a folder and produce a few HTML files in the same folder. It does not require access to other resources of a mod, just the esp or esm. You can use it to inspect entire modlists, or just look at a specific mod, the overlap between two mods, etc.
# 0.1 - initial release
# 0.2 - a little code cleanup and some cosmetic fixes (forgot to close a HTML tag), made esp/esm search case insensitive because some monsters name their file something.EsM
# 0.3 - added hacky support for both rfuzzo's and G7's versions of tes3conv.exe css improvements - cell lights up on hover, entire cell (when linked) is now clickable. Might not work on all browsers.
# 0.4 - missed interior flag(s?), added, shrunk table a little, made highlighted cell white to avoid clash with gray cells,cleaned up the version check code a bit
# 0.5 - implemented random colors, increased contrast for cells with low modcount, got rid of stupid tooltip pointer since I couldn't get it to point to the cell itself, made sure mw.esm and bm.esm load first if present (to preserve color overrides)
# 0.6 - more map stuff, some new user switches for map color control, brought back color overrides now that randomness seems to work
# 0.7 - export now defaults to index.html instead of modmapper.html, split out ints and exts to separate export files (as the main file is getting chunky), some more config switches, search/text filters on interior and exterior pages, some css/presentation cleanup, better cell coloration function (more saturation, less trend to white)
# 0.8 - added separate page with mod author/details/links. Linked up mods to nexusmods/archive.org Added about page (pretty convoluted, I should rewrite it as a function), this is done through a seperate script "modidentifier.py" which also does some other tricks (you can find this in the website-gen branch on github but it's pretty rough. I'm mostly working on the transfer to a proper DB and a more generalized way to interact with mods (including generating maps on the fly).
https://github.com/acidzebra/modmapper/activity?ref=modmapper-page
Page generated on 2023-09-06 16:59:41, examined 5762 files.
Failed to convert 9 mods:Abandoned_Flat.esp adv_npcs_v1.1.esp DistantFixesRiseOfHouseTelvanni.esp DistantFixesUvirithsManor.esp Jiamano's Quests 1.ESP MA_RoK_1.00.ESM MA_RoK_Eng v0001.esm Necromancer Moon.esp The City of Ald_ruhn v1.esp