Cavern Refit
🟡 Updated this year⚠️ Install Order · 3 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
Preview

🔍 Analysis
- 👍 0.5% endorsement rate
- 🏆 #116 of 174 Dungeons and Locations mods in this game by downloads
📋 About This Mod
The overhauls this mod makes range from minor to medium. Fundamentally, these are still vanilla caves, preserving the thought put into them by Bethesda devs who designed them.
All caves that are listed on this page were modified, with the exception of the Sixth House bases, the Corprusarium, Cavern of the Incarnate, Tukushapal and Urshilaku Burial Caverns. This mod also incorporates all the previous overhauls that I made and improves upon them, except for Sargon and Mount Kand, Cavern, which were remade from scratch for this mod.
Several things were done to improve the user experience:
1. Cluttering and detailing: no all-rockers, no rock spam that entirely covers the cave walls. I was going off of vanilla rock placements, and never strayed too far away from how it does certain things. Not a single cave exceeds 600 refs, so you can be sure that the cells this mod touches will not start lagging after you install this mod.
Cluttering was done where it made sense, whether it's beverages the bandits are drinking, or a set of Hortator cards/dices that they entertain themselves with.
2. Lighting: all new and modified vanilla light source placements are made to account for greenlighting and the 8-light-source-per-mesh Morrowind.exe limit (read more on greenlight here). That means that all of the 400 radius tikitorches were thrown out of the window, and replaced with 256/177/128 radius variants. While that helps with issues such a light leaks, some users may perceive the caves to be darker than before. Unfortunately, there is nothing that can be done with that, as this is how the vanilla engine handles lighting, and I wanted to give vanilla Morrowind.exe players a pleasant experience too alongside the per-pixel lighting users.
Aside from light source placements, all ambient and sunlight lighting values were standardized. Sunlight values are 10/10/10 for all cells, and ambient lighting is increased and given a color based on the cave type. For mold caves I went with a mix of blue/green, mud caves are red/green to give off a yellow-ish hue, lava caves are given a red hue, mage caves (which have at least a single crystal placed) are given a blue-ish hue, and daedra-related caverns such as Kora-Dur and Dubdilla (the uncharted caverns part) were given a red/blue mix. It should be noted that there are exceptions to these standards.
3. Floaters, bleeders, caspers misplaced/misaligned objects: I thoroughly checked for any of the aforementioned issues that were present in vanilla caves, and tried my best to fix them. There are probably hundreds of fixes made by this mod.
4. Pathgrids: redone for every single cell this mod touches. While I can't claim that I'm experienced in pathgridding and know all the tricks, I tested every single cave in Morrowind.exe and can confirm that enemies navigate properly in and out of combat. OpenMW users should has even less issue
Cavern Refit overhauls nearly all caves on Vvardenfell using Tamriel_Data assets. A niche visual overhaul for Morrowind players seeking refreshed dungeon aesthetics, with modest community traction (56 endorsements) and recent updates.
✨ Key Features
📊 Pros & Cons
✅ Pros
- Breathes new life into every cave you explore—no more samey rock textures
- Recent update (June 2026) means it's likely compatible with current setups
- Taps into Tamriel_Data's high-quality assets for a cohesive look
⚠️ Cons
- Small following (56 endorsements) so you're an early adopter
- Requires Tamriel_Data as a dependency—extra install step
For Morrowind veterans who've memorized every cavern and want a fresh coat of paint. Also for modders building a Tamriel_Data-based load order. Skip if you want gameplay changes—this is purely cosmetic.
💡 Beginner Tips
- Make sure Tamriel_Data is installed and activated before this mod in your load order.
- Use a mod manager like Wrye Mash or Mod Organizer 2 to keep track of file overwrites.
- Check the mod's forum page for any user-reported compatibility notes with other cave overhauls.
📊 Mod Details
- Game
- Morrowind Mods
- Author
- Kramn1k
- Version
- 2.0.1
- Downloads
- 11,764
- Endorsements
- 56
- Category
- Dungeons and Locations
- Created
- 11/23/2025
- Updated
- 6/18/2026
🔧 How to Install Morrowind Mods
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