[RELz] Morrowind Rebirth 1.4 BETA

Post » Sat Dec 10, 2011 8:42 am

Morrowind Rebirth 1.4 BETA

1.4 is out, get it here: http://www.moddb.com/mods/morrowind-rebirth

For previous changes:

Spoiler
General

* Some creature spawns have been relocated to avoid some pathgrid issues.
* Removed shields from Hlaalu Sharpshooters.
* You will now need a muckshovel to "harvest" muck.
* You will now need a minerspick to get glass, ebony & adamantium.
* You will now need Hospitality Papers to receive any services in Sadrith Mora from the Telvanni
* Some special characters are now much stronger that vanilla Morrowind, like they should have been.
* Cliffracers, mudcrabs, rats & other small annoying creatures won't attack unless you do anything to them
(blighted/diseased excluded). I've also modified some creatures like Ogrims to be much stronger, bigger, have more
health but to be far slower than in the vanilla game. I've also made the rats smaller.
* Just like in the "Expansion Integration", you will now encounter Dwemer Archers in Vvardenfell's ruins. Also:
Some of the vanilla Dark Brotherhood members now wear the Dark Brotherhood armor-set.
* Imperial Archers now wear imperial chain boots & imperial chain gauntless.
* Imperial Studded Leather/Imperial Silver Cuirass/Imperial Newtscale Cuirass /Imperial Dragonscale Cuirass now counts as an Legion Uniforms'.
* Gave the Imperial Guards in Gnisis Imperial Broadswords instead of Imperial shortswords. This due to thier low skill in using shortswords.
* Now there's a chance of snow in the Hirstaang Forest (20% chance).
* You will now encounter Frost Atronachs' in Solstheim & Durzogs' in the West Gash.
* Guild chest added to Caldera Mages Guild.
* You will now be able to "hit" ghosts using Adamantium Weapons.
* Added missing attacksound to Ascended Sleepers.
* Guild cheasts will respawn monthly (It used to be 3 months)
* New weapon lengths' for ALL the weapons found in Morrowind, includes the new ones too. Also changes weapon speed to match the material, still WIP.
* Some silver weapons weren't properly marked as silver weapons in the cs, this is now fixed.
* New Imperial Travel Agents that will take you to various destinations around the Island.
* Shops & some other places will close nighttime between 8 pm – 8 am.
* Skaal Guards' will now wear Nordic Shields.
* Helseth's Royal Guards will now wear a matching Royal Shield
* Draugr now counts as undead, not as creatures. Thanks to Midgetalien for this find!
* Reworked some item level lists so it won't be as easy to get hold of dwemer, ebony, glass & deadric items/armor/weapons.
* Guards will no longer carry a stock of 100 arrows. I've limited it up to 20 arrows, then they will have to use thier second set of equipment.
* Hundreds of doors, chests, desks etc have been locked in order to make it harder for the player to gain access to valuable items.
* Redoran Guards (female), will now greet you properly.
* Lowered the chance to find pearls to 20 % (used to be 50 %).
* Player made potions are now 50 % less valueable.
* You'll now take damage if standing in a fire or really close to it.
* Redoran Guards now wear a Redoran Shield & Katana. (Xeth-Ban who initially came up with this)
* Encounter the fearsome lich in Vvardenfells' Tombs.
* Fixed pathgrids & ownerships.
* Around a 100 new NPCs'

Racial

* Made Night-Eye an ability (Permanent) for Kahjits & made the waterbreathing last longer for the Argonians.
Just like it should have been. I really wanted it to be an ability for Argonians too, but it will ruin the mainquest.
* Argonians have been given a new ability: Swift Swimmer. (20 points)
* Altmers' have had their weakness to fire lowered (25 points instead of 50). their weakness to magica have been removed
& they now have the ability to resist paralysis. "(Due to their incredibly strong minds, some Altmer are naturally immune
to paralysis, both natural and magical.)". In the vanilla game Altmers' are incredibly weak & I couldn't find out why fire
weakness should be higher than the other weaknesses. Neither did I understand why they had a weakness for magica. Please
fill me in if you find anything.
* Lowered the attribute (agility) drain when using the Orcs racial power, "Berserk", from 100 points to 50.
* Added paralyze 5 sec to the Nords racial power, Thunderfist. It will also cause more dmg 25-50 instead of 25-25 and will
cause shock dmg instead of frost dmg, which made sense considering its name.
* Racial Powers will always succeed.

Graphical

* Better leaf texture for the big trees around the bitter coast.
* New trees' for the Ascadian Isles, West Gash & some parts of the Bitter Coast,
by the master himself; Vurt!
* New splashscreens with Morrowind Rebirth logo.
* The Steel Broadsword now has its own mesh instead of sharing that of the Imperial Broadsword.
* New Main Menu.

Landscaping

This is my attemt to remove "spikes" & seams in the landscape. Also to remove floaters and unnatural placements of trees and other statics.
You will notice a big diffrence using Rebirth vs Vanilla.

* Ascadian Isles 90 % done.
* Bitter Coast 50 % done.
* West Gash 75 % done.
* Other Areas 5 % done.

Reworked cities & locations

* Balmora
* Caldera
* Suran
* Dren Plantation
* Vivec Docks
* Gnisis
* Ebonheart
* Seyda Neen
* Pelagiad
* Fort Buckmoth
* Moonmoth Legion Fort
* Ghostgate

Still WIP
* Khuul
* Gnaar Mok

New Armor

* Morag Tong Armor
* Golden Saint Armor
* Templar Shield
* Adamantium Towershield
* Adamantium Round Shield
* Skull shields (worn by Skeletons)
* Imperial Captains' Helmet
* Wolfbane (Shield)
* Ward Of The North (Shield)
* Helseth Guard Shield
* Wooden Shield
* House Dagoth Armor

New Creatures

* Daedra Seducer
* Fire Clannfear
* Clannfear Runt
* Flesh Atronatch
* Goblin Shaman
* Draugr Berserker
* Draugr Deathlord
* Stunted Scamp (smaller & weaker version of the vanilla scamp)
* Swamp Troll
* Frost Giant
* Beholder
* Green Slime

+ New NPC encounter: Dagoth's Chosen.

Thanks to all the modders involved making these!

New Weapons

* New unique meshes/textures for a few weapons (artifacts), from Saint_Jiubs' Unique Uniques resource pack (only for weapons which haven't been replaced in the past). Sadly there's isnt any new icons, but there will be in the future.
* Truthseeker (Artifact)
* Falmer Longsword
* Falmer Shortsword
* Silver Katana
* Deadric Longspear
* Dwemer Longspear
* Queen of Bats (wasn't included in the gameworld)
* Dwemer Staff

New Misc Items

* Dwemer Scrolls
* 3 paintings (special store)
* Rainbow set containing bowls, cups etc
+ a lot of other things

New Ingredients

* Atro Flesh
* Comet Slime
* Muffin
* Nether Salt
* Ore Essence
* Scrap Iron
* Troll Slime
* Telvanni Resin
* Void Essence
* Wind Salt
* Crystal Shard
* Guar Meat

Alchemy
* Absinthe
* Imperial City Beer
* Morrowind Brew
* Stoneflower Wine
* Telvanni Wine
* The Old Pirate

New Books

* Old Journal
* Sorkvild the Raven's Journal (2 Volumes)
* Tale of The Devious Trader

New Music

MR_Rebirth - Black Mountain
MW_Rebirth - Atronach Battle
MW_Rebirth - Futile Retreat
MW_Rebirth - Into The Cave
MW_Rebirth - Molag Amur
MW_Rebirth - No Fear
MW_Rebirth - Back To Vvardenfell
MW_Rebirth - Balmora Sunrise
MW_Rebirth - Levitating In Vivec
MW_Rebirth - Lost In The Wild
MW_Rebirth - Outskirts Of Maar Gan
MW_Rebirth - Shopping In Aldruhn
MW_Rebirth - The Lone Guar
MW_Rebirth - Uncharted Lands

+ New death, level up & theme track.

New Settings

* Doubled the speed of which spells travel.
* I've never liked how Morrowind handled the chance to hit a creature or NPC.This is now somewhat fixed by giving all NPCS & creatures
a fortify attack bonus. (20 points). It will of course also apply to the player, rejoice! (This will obviously make the game a bit harder)
* Npc's will have much lower disp if you have your weapon drawn during conversations. (-15 points)
* Training is more costly. (2x the vanilla)
* NPC's won't greet you from a distance. You will now have to stand close to them.
* Boosted the amount of money you have to pay for committing a crime. NPC's will also dislike you more than they used to when commiting a crime.
* 50 % chance to recover projectiles from bodies (arrows, bolts etc). Vanilla percentage was 25 %.
* You will no longer be able to survive jumping of buildings or cliffs.
* Vendors will resupply thier stash of gold every 48 hours. (It used to be 24 hours)

Others

* New deskop icon for Rebirth


So I've been having a small issue in Balmora (The walls alongside the river disappear during some playthroughs), but It could just be
my setup! I've got loads of mods. Get version 1.4 (linky down below) and let me know if you guys get this issue or any other for that
sake. Please do not reupload it, it's still a BETA, at least until I've found the source of this issue (If it exsists). Otherwise you could be
happy having 1.4, while others don't :P

General changes
* Hlaalu, Telvanni and Redoran sharpshooters are now equipped with the traditional bonemold longbow and bonemold arrows.
* Loads of bugfixes.

Landscaping & Cites
* Balmora Sewers (WIP) + a major overhaul for Balmora (way better than my old one)
* Further improvements for the landscapes across Vvardenfell by removing seams, fixing jagged landscape, relocating trees & correcting floating/missaligned statics.
* Fixed a huge amount of floaters in interiors like caves, shrines, dwemer ruins & others.

New weapons & armor
* Face Of Kagrenac & Daedric Face of Wisdom + matching armor sets spread across Vvardenfell
* Black Glass, including one regular shield, one towershield and a fullhelmet.
* Voidguard
* Wooden Crossbow
* Dwemer Bolts

New Music
http://www.moddb.com/mods/morrowind-rebirth/videos/mw-rebirth-lightflooded-fields
http://www.moddb.com/mods/morrowind-rebirth/videos/mw-rebirth-a-tales-end

New creatures
* Riekling variations
* Armored Dwemer ghost

Graphical
* Vality's Bitter Coast trees' have been replaced by Vurt's Bitter Coast Trees II
* Vurt's Leafy West Gash II v0.1a have been replaced by Vurt's Leafy West Gash II v1.1a

Video
http://www.moddb.com/mods/morrowind-rebirth/videos/morrowind-rebirth-14

Screens
http://www.moddb.com/mods/morrowind-rebirth/images/black-glass
http://www.moddb.com/mods/morrowind-rebirth/images/face-of-kagrenac-daedric-face-of-wisdom
http://www.moddb.com/mods/morrowind-rebirth/images/new-artifact-by-kieve
http://www.moddb.com/mods/morrowind-rebirth/images/riekling-variation
http://www.moddb.com/mods/morrowind-rebirth/images/dwemer-variation
http://img856.imageshack.us/img856/4783/comparisone.jpg

There's much else I could include here, can't spoil the fun.

Credits can be found in the Readme.
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Sat Dec 10, 2011 2:51 pm

So I've been having a small issue in Balmora (The walls alongside the river disappear during some playthroughs),



I think this is due to bugs in the game engine as i have seen this happen in other Balmora mods but i haven't identified the exact cause, but suspect that is due to the game engine being overloaded in some ways that it is not programmed to handle, ie it will render what it is capable of then anything over and above its limitations is ignored. Getting rid of a little clutter or re doing the disappearing wall sections in the affected cells may fix the issue. From here on save frequently and test the mod often to ensure walls/ buildings or other statics haven't disappeared
User avatar
Noely Ulloa
 
Posts: 3596
Joined: Tue Jul 04, 2006 1:33 am

Post » Sat Dec 10, 2011 3:58 am

Morrowind Rebirth 1.4 BETA

For previous changes:




well now is the best time to ask before the next release, could you make it modular? lol i have quite a few replacers running around for different things and this would change them, namely being the weapons, armor, music, and a few landscapes outside cities...
User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Sat Dec 10, 2011 5:05 am

I think this is due to bugs in the game engine as i have seen this happen in other Balmora mods but i haven't identified the exact cause, but suspect that is due to the game engine being overloaded in some ways that it is not programmed to handle, ie it will render what it is capable of then anything over and above its limitations is ignored. Getting rid of a little clutter or re doing the disappearing wall sections in the affected cells may fix the issue. From here on save frequently and test the mod often to ensure walls/ buildings or other statics haven't disappeared


Ah, never suspected that. I've added lots and lots of things in Balmora, as you said, this might be the issue. Thanks for the suggestion! :)

well now is the best time to ask before the next release, could you make it modular? lol i have quite a few replacers running around for different things and this would change them, namely being the weapons, armor, music, and a few landscapes outside cities...


No not really. The landscaping would cause some serious issues if it were to be modular. I'd also have to sort the resources for the diffrent packs, which is in itself a huge task. But if you're thinking of graphic replacers, this won't override anything besides Treemods In Ascadian Isles, West Gash & Bitter Coast.

Why not try an additional installation with Rebirth? It's really best on it's own (you don't have to care about conflicts etc).
User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Sat Dec 10, 2011 7:20 pm

I've heard about it for months, but now it's time to try it out. Grats on the release! (Time to update your sig!)
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Sat Dec 10, 2011 2:23 pm

http://img856.imageshack.us/img856/4783/comparisone.jpg


Sorry, which one is yours?
User avatar
Isabell Hoffmann
 
Posts: 3463
Joined: Wed Apr 18, 2007 11:34 pm

Post » Sat Dec 10, 2011 4:28 pm

I've heard about it for months, but now it's time to try it out. Grats on the release! (Time to update your sig!)


Cool, happy gaming! Let me know if there's any issues that can be solved for the final version!

Sorry, which one is yours?


Ye I should probably have zoomed further. It's the one to the left!

Kinda hard to see all the other improvements too, like fixing floaters, seams, jagged landscape and misc statics that weren't properly aligned/placed to feel natural.
User avatar
Brad Johnson
 
Posts: 3361
Joined: Thu May 24, 2007 7:19 pm

Post » Sat Dec 10, 2011 4:48 pm

Kinda hard to see all the other improvements too, like fixing floaters, seams, jagged landscape and misc statics that weren't properly aligned/placed to feel natural.


Yeah, pretty much. You should show more zoomed in pic, tbh right one looks much better in this comparison shot. :shrug:
User avatar
Teghan Harris
 
Posts: 3370
Joined: Mon Mar 05, 2007 1:31 pm

Post » Sat Dec 10, 2011 6:17 am

Yeah, pretty much. You should show more zoomed in pic, tbh right one looks much better in this comparison shot. :shrug:


*Cast shadow of doubt on Chaka* :P

Nah, but I think it's a matter of taste.. Old MW players don't like that I mess with the landscape at all. New ones think it's cool.

Sure, perhaps this approach with a smoother landscape etc does make a bit unnatural, but vanilla landscaping just doesn't cut it for me. There's like thousands of SPIKES in the landscape which for example make textures way overstreched and it looks like someone put cones under it. In Oblivion it wasn't that big of a problem and In Skyrim I have yet to see it. But that ain't strange either, the engine have come a far way since MW.
User avatar
Sammi Jones
 
Posts: 3407
Joined: Thu Nov 23, 2006 7:59 am

Post » Sat Dec 10, 2011 4:14 pm

*Cast shadow of doubt on Chaka* :P

Nah, but I think it's a matter of taste.. Old MW players don't like that I mess with the landscape at all. New ones think it's cool.

Sure, perhaps this approach with a smoother landscape etc does make a bit unnatural, but vanilla landscaping just doesn't cut it for me. There's like thousands of SPIKES in the landscape which for example make textures way overstreched and it looks like someone put cones under it.


Nah, I'm always for changes. But there's a big difference between edges and spikes. You're making it all too flat, you might as well import http://flyingredhorses.com/GalleryImages/BigGrayBox.jpg as the heightmap. :P
User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Sat Dec 10, 2011 5:27 pm

it's a matter of taste as I said. I just hate it, it makes it look old and outdated. If it were like in Skyrim or Oblivion (much smoother and less streched) I'd be fine with it. On another note it's not THAT flat, sure it's way more smooth but I've tried to keep things as they were (http://img197.imageshack.us/img197/6816/comparison2d.jpg)

There's gonna be a grassmod addition too later on, so that will improve things further.

Besides, there's a lot of ppl who likes this approach :flamethrower:

Lets call it a draw :foodndrink:
User avatar
Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Sat Dec 10, 2011 7:03 pm

Too bad the mod isnt modular. Changelog would be nice too.
User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Sat Dec 10, 2011 4:12 pm

Too bad the mod isnt modular. Changelog would be nice too.


Yeah.. changelog? I attached a huge wall o text with all my previous changes..hm :toughninja:
User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Sat Dec 10, 2011 5:55 pm

I was looking for it in archive...
User avatar
GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

Post » Sat Dec 10, 2011 6:43 pm

Hi there. I have short question: will this mod work with Crafting Morrowind and NoM?
User avatar
Beat freak
 
Posts: 3403
Joined: Thu Dec 14, 2006 6:04 am

Post » Sat Dec 10, 2011 12:00 pm

Hi there. I have short question: will this mod work with Crafting Morrowind and NoM?


Crafting Morrowind I have no idea, it doesn't work with NoM.
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Sat Dec 10, 2011 6:09 am

Hi there. I have short question: will this mod work with Crafting Morrowind and NoM?

I doubt that will work with Morrowind Crafting because Morrowind Crafting add a vendor just below the silt strider in Balmora, but Morrowind Rebirth would probably work with NoM.
User avatar
Lalla Vu
 
Posts: 3411
Joined: Wed Jul 19, 2006 9:40 am

Post » Sat Dec 10, 2011 2:56 pm

1.4 is out, get it here: http://www.moddb.com/mods/morrowind-rebirth

I will start a new thread here in a day or two, just gotta find the time to do it :P
User avatar
Lisa Robb
 
Posts: 3542
Joined: Mon Nov 27, 2006 9:13 pm

Post » Sat Dec 10, 2011 4:16 am

Too bad the mod isnt modular.


I second this. Id download this in a heartbeat if it was modular. The problem is that it would be incompatable with other mods im using, such as valities balmora overhaul or the caldera mine mod.
This, and also the fact that i dont want my levelled lists changed. All the new items and most location/landscape changes look exellent though, just the incompatabilities prevent me from DLing
User avatar
Alex [AK]
 
Posts: 3436
Joined: Fri Jun 15, 2007 10:01 pm


Return to III - Morrowind