TrenchBroom does not list Morrowind#
Check the custom game directory first. It must contain GameConfig.cfg,
CompilationProfiles.cfg and the rest of what was in Morrobroom’s resources/, directly, not in
a resources/ folder of its own. Restart TrenchBroom after copying them.
Then check the game directory setting. It must point to the folder containing Data Files/, not
to Data Files/ itself.
Textures are missing in TrenchBroom#
Confirm that the configured Morrowind game directory contains Data Files/, and that the texture
exists under its textures/ path as .tga, .png, .dds or .webp. Missing textures in the
editor are a TrenchBroom search-path problem, not a plugin problem.
OpenMW launches the old map#
Save the .map before compiling. The compiler reads the saved file, not TrenchBroom’s unsaved
state. Then check that the compile profile points OpenMW at build/<map name>/ and loads the
matching <map name>.omwaddon.
OpenMW does not start in the room#
The Map-to-Engine profile starts OpenMW in the cell named after the map. If worldspawn has an
ESM3_Name, the cell is called that instead, and OpenMW has nowhere to start. Clear ESM3_Name,
or change the profile’s --start to match.
Something I placed is not in the game#
Look at the compiler’s output. Unidentified point entity class: … means the entity is neither
one Morrobroom compiles nor a record to place: a record from the catalog whose ESM3_RefId was
cleared looks like that, so give it back its ID. … is an editor preview and is not compiled yet
is nif_fx_fire or the VFX catalog. … has no brushes, so there is nothing to build is a brush
entity whose brushes were all deleted or moved out of it. No matching object type found! is a
brush entity whose class Morrobroom does not compile. Entities lists what
does compile.
A record from the catalog that compiled but is missing in game comes from a plugin OpenMW is not
loading. Load that plugin, or generate the catalog from the openmw.cfg you play with.
Objects are missing from the entity browser#
If a record from an installed mod does not appear, generate the catalog from the openmw.cfg that
loads it with morrobroom fgd, then reload the game configuration or restart TrenchBroom. Use
--output <path> for TrenchBroom’s portable mode.
Geometry fails or looks wrong#
Start with a smaller map and isolate the newest brush or entity. Check for malformed or zero-volume solids, degenerate faces, extremely thin slivers, and geometry imported from a NIF rather than authored as a brush. Compile early and often; the compiler has no obligation to conceal a cursed polygon until the end of the project.
For imported assets, run nif2map --dry-run --verbose first. Check the .nif2map.json report and
watch the brush count: complex visual geometry can produce very large .map files. See
NIF import for the structural and surface reconstruction model.
“Nif_Target … does not match” and other link errors#
A Nif_Target names a Nif_LinkName that is not in its scope, is in it twice, or leads round in a
circle. Inside a group, a target only sees markers in that group and the groups around it.
NIF authoring has the rules.
Lighting is absent or stale#
Make sure the map contains a light and that the compile was not run with --no-lightmaps. An
entity with its own Nif_Texture_DarkMap shows that texture instead of the lightmap. Delete the
map’s build/ directory if old generated textures make the result hard to read, then compile again.
Reporting a problem#
Include:
- your operating system and Morrobroom version;
- the command or TrenchBroom profile you used;
- whether the problem happens with
--no-lightmaps; - the smallest
.mapor NIF that reproduces it; - the compiler’s output, and OpenMW’s log if it got that far.
Open a GitHub issue with that information, or ask in Discussions if you are not sure it is a bug. A small reproducible crater is vastly more useful than a large screenshot of one.