[REL] Morrowind Rebirth BETA

Post » Sat Aug 28, 2010 5:26 am

Added a PES-linky :)
User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Sat Aug 28, 2010 8:15 am

A few new interiors for v 1.0.

Interiors made by: Crankgorilla

http://img695.imageshack.us/i/interior1n.jpg/
http://img98.imageshack.us/i/interior2t.jpg/
http://img847.imageshack.us/i/interior3i.jpg/

You will also find these weapons in the next version
http://planetelderscrolls.gamespy.com/fms/Image.php?id=12026

More to come..
User avatar
Solène We
 
Posts: 3470
Joined: Tue Mar 27, 2007 7:04 am

Post » Sat Aug 28, 2010 9:11 am

A bit late, but congratz on the release :)

I tried using the Mesh Generator to generate new grass with this mod ticked, but when i click "Generate" it gives me and Unhandled Exception, so i can't use it (Win7 x86), doesnt seem to matter if i run it in different compability modes. The Mesh Generator has always been extremely buggy unfortunately.

Haven't tested this mod so i don't know how much floating grass there is? If there's just a little it's probably much quicker to remove it by hand, just make sure you only remove grass and not other objects, or they wont be rendered in the MGE view distance.
User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Sat Aug 28, 2010 3:35 am

A bit late, but congratz on the release :)

I tried using the Mesh Generator to generate new grass with this mod ticked, but when i click "Generate" it gives me and Unhandled Exception, so i can't use it (Win7 x86), doesnt seem to matter if i run it in different compability modes. The Mesh Generator has always been extremely buggy unfortunately.

Haven't tested this mod so i don't know how much floating grass there is? If there's just a little it's probably much quicker to remove it by hand, just make sure you only remove grass and not other objects, or they wont be rendered in the MGE view distance.


Thanks Vurt,

& thanks for trying. Unfortunately there will be a LOT of floaters.. I've made some pretty drastic landscapechanges. Well KINGPIX was going to give it a go too, so we'll have to see if he's got any luck :toughninja:
User avatar
sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm

Post » Fri Aug 27, 2010 7:07 pm

Bump! :flamethrower:
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Fri Aug 27, 2010 7:46 pm

seen svcker punch yet? (piece of crap btw.)

cause if u have, i have an suggestion :P
User avatar
ONLY ME!!!!
 
Posts: 3479
Joined: Tue Aug 28, 2007 12:16 pm

Post » Sat Aug 28, 2010 9:11 am

seen svcker punch yet? (piece of crap btw.)

cause if u have, i have an suggestion :P


Haha no I haven't, why? :whistling:
User avatar
Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Fri Aug 27, 2010 9:14 pm

You can use the vanilla music. I've located the new music in an extras folder, so the choise is your own. Morrowind Rebirth won't add quests or schedules to NPC's. Though all shops (plus some other buildings) will close nighttime between 8 pm - 8 am.

Do shops include taverns as well?
User avatar
Manny(BAKE)
 
Posts: 3407
Joined: Thu Oct 25, 2007 9:14 am

Post » Fri Aug 27, 2010 9:00 pm

Cleaning Stats for "Morrowind Rebirth BETA.ESP":
duplicate object instance: 378
duplicate record: 6
junk-CELL: 92
redundant CELL.AMBI: 109
redundant CELL.WHGT: 113

maybe a little cleaning would not be a bad idea, when you are out of beta.
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Sat Aug 28, 2010 3:47 am

Do shops include taverns as well?


Taverns won't close nighttime, if you're refering to that :)

Cleaning Stats for "Morrowind Rebirth BETA.ESP":
duplicate object instance: 378
duplicate record: 6
junk-CELL: 92
redundant CELL.AMBI: 109
redundant CELL.WHGT: 113

maybe a little cleaning would not be a bad idea, when you are out of beta.


What program do you use, & what does junk-cell, redundant cell ambi whgt stand for?

I cleaned it with the advanced mod editor.
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Sat Aug 28, 2010 4:28 am

What program do you use, & what does junk-cell, redundant cell ambi whgt stand for?
http://code.google.com/p/mlox/wiki/Tes3cmd#clean_-_Clean_plugins_of_Evil_GMSTs,_junk_cells,_and_more
I cleaned it with the advanced mod editor.
It is difficult to catch everything by hand with big mods, a good automated cleaning tool like Tes3cmd and/or TESTool can help a lot.
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Fri Aug 27, 2010 6:27 pm

Ah nice abot, thanks. I will take a look at it when I'm done :)
User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Fri Aug 27, 2010 6:01 pm

II have seen just Seyda Neen and Balmora so far, it is a nice looking mod,
I will try to be as compatible as possible with it in next update of my silt striders mod. If you'd like to be compatible, rising a little the scenic rock arc and moving away the tree right in front of Balmora strider port would help a lot (striders are big beasts)
[EDIT]Just seen Gnisis bridge, it would be cool to pass below it, I think a 2x X scaled Ex_imp_bridge_01.nif on bridge center would work
[EDIT]bridge mesh typo
[EDIT2]yes, 2x X scaled Ex_imp_bridge_01.nif seems to work, you could use 3 pieces for the whole bridge or 1wide + 4normal, or 2 wide + 2 normal
User avatar
[Bounty][Ben]
 
Posts: 3352
Joined: Mon Jul 30, 2007 2:11 pm

Post » Fri Aug 27, 2010 10:30 pm

II have seen just Seyda Neen and Balmora so far, it is a nice looking mod,
I will try to be as compatible as possible with it in next update of my silt striders mod. If you'd like to be compatible, rising a little the scenic rock arc and moving away the tree right in front of Balmora strider port would help a lot (striders are big beasts)


Thanks, the next version will be even better!

Ofc I'd like it to work with your Silt Strider mod. I will try to fix those issues :)
User avatar
Michelle davies
 
Posts: 3509
Joined: Wed Sep 27, 2006 3:59 am

Post » Fri Aug 27, 2010 6:52 pm

So here's a small list of what you can expect in v 1.0

* Added missing interiors for Vivec Docks.

* Added missing interiors in Pelagiad.

* 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

* Huge music pack by an experienced composer, more info in the media section at moddb: http://www.moddb.com/mods/morrowind-rebirth/videos

MW Rebirth - Atronach Battle
http://www.moddb.com/mods/morrowind-rebirth/videos/mw-rebirth-atronach-battle

MW Rebirth - Balmora Sunrise
http://www.moddb.com/mods/morrowind-rebirth/videos/mw-rebirth-balmora-sunrise

MW Rebirth - Back To Vvardenfell
http://www.moddb.com/mods/morrowind-rebirth/videos/mw-rebirth-backto-vvardenfell

* Fixed a large number issues like: floaters, pathgrids & ownership.

* New things introduced like the cupcake, falmer short/longsword, blue hornlilly etc.

* Continuation on the project (landscaping) to make Vvardenfell less barren & more realistic.

* Some special characters are now much stronger that vanilla Morrowind, like they should have been.

* Improved splashscreens with Morrowind Rebirth logo.

* A large number of new NPC's

* New deskop icon for Rebirth.

* Further additions to the cities around Vvardenfell. (Example: http://img585.imageshack.us/img585/7627/balmorarebirth13.jpg)

* Added a separate plugin, "Morrowind Rebirth - Creature Realism". 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, have more health but to be far slower than the vanilla game. Creatures like rats (rats will also be smaller)
, scamps & clannfears' are much faster but have less health. I'll provide a more detailed explanation later on.

* 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 new imperial chain boots & imperial chain gauntless.

* Imperial Studded Leather/Imperial Silver 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 it will snow in the Hirstaang Forest (20% chance).

* Guild chest added to Caldera Mages Guild

* You will now be able to hit ghosts using Adamantium Weapons.

* Imperial Forts will now have proper protection with more guards & gates.

There's a lot of other changes, though I can't remember them atm. :)

Cheers
User avatar
James Potter
 
Posts: 3418
Joined: Sat Jul 07, 2007 11:40 am

Post » Fri Aug 27, 2010 7:07 pm

Haha no I haven't, why? :whistling:

nvm, they have this really cool castle place, but i cant find any pics, molag mar would look great if you copied the ideas :P
User avatar
Emily Jones
 
Posts: 3425
Joined: Mon Jul 17, 2006 3:33 pm

Post » Sat Aug 28, 2010 2:53 am

So here's a small list of what you can expect in v 1.0

snip


Seriously I am beginning to think I should start a new morrowind instalation just for this mod, as I figure it has many conflicts.
User avatar
Scott
 
Posts: 3385
Joined: Fri Nov 30, 2007 2:59 am

Post » Fri Aug 27, 2010 8:49 pm

Seriously I am beginning to think I should start a new morrowind instalation just for this mod, as I figure it has many conflicts.


Ye it will, that's why I'm trying to implement as much changes as possible. An example could be the Expansion Integration. A lite version will be included in Rebirth, although I'll add these changes myself rather than merging (in most cases) :)

Suggestions are ofc welcome!
User avatar
*Chloe*
 
Posts: 3538
Joined: Fri Jul 07, 2006 4:34 am

Post » Fri Aug 27, 2010 9:13 pm

Will you try to make this as lore friendly as possible.
Separately, do you think you can make red mountain taller, so that it looks better from far away when using MGE, so it looks like the big opposing mountain in the distance instead of a hill.
User avatar
Gemma Archer
 
Posts: 3492
Joined: Sun Jul 16, 2006 12:02 am

Post » Fri Aug 27, 2010 11:26 pm

Will you try to make this as lore friendly as possible.
Separately, do you think you can make red mountain taller, so that it looks better from far away when using MGE, so it looks like the big opposing mountain in the distance instead of a hill.


Yes it will be lore firendly :)

Perhaps.. although I'm working with the Ascadian Isles, Bitter Coast & West Gash atm. It might be a project for the future.
User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Post » Sat Aug 28, 2010 7:03 am

By the way.. do people think that I should add nighteye as an ability for Kahjits & waterbreathing for Argonians? I know it's been used in some mods & I'm not sure if it's included in the patch project. It's not really a bug, but seem unrealistic that you need to cast a spell to use something that "should be there".
User avatar
kelly thomson
 
Posts: 3380
Joined: Thu Jun 22, 2006 12:18 pm

Post » Fri Aug 27, 2010 10:45 pm

& waterbreathing for Argonians?

As long as you have a work around for the Temple "breathe the water" quest.
User avatar
Krystina Proietti
 
Posts: 3388
Joined: Sat Dec 23, 2006 9:02 pm

Post » Fri Aug 27, 2010 6:52 pm

As long as you have a work around for the Temple "breathe the water" quest.


Hm.. I never played through the entire game so what's the issue with that quest? I could make the "spell" last much longer to make it work with that quest, if that's what's required. But the Kahjits ability won't be a problem right?
User avatar
Taylah Illies
 
Posts: 3369
Joined: Fri Feb 09, 2007 7:13 am

Post » Sat Aug 28, 2010 7:22 am

That test requires you to drown yourself as a test of faith so an ability would prevent that. Kahjits no problem.
User avatar
Veronica Flores
 
Posts: 3308
Joined: Mon Sep 11, 2006 5:26 pm

Post » Sat Aug 28, 2010 6:32 am

That test requires you to drown yourself as a test of faith so an ability would prevent that. Kahjits no problem.


Ah, then I'll keep the Argonians spell, but make it last much longer & Kahjits will have a permanent nighteye ability :)
User avatar
Jodie Bardgett
 
Posts: 3491
Joined: Sat Jul 29, 2006 9:38 pm

PreviousNext

Return to III - Morrowind