[WIP] Morrowind Rebirth 1.2

Post » Wed Aug 03, 2011 8:31 am

Morrowind Rebirth

So it's time for some sort of overview of what I've done so far and I've got a new patch in the works that
will be finished anytime soon. I would love to know what you guys think, if not in this patch, it could be
included in the next one. Credits & such are found in the readme, which will follow in the next installment.

Here's a breakdown of all the changes so far:

General

* Some creature spawns have been relocated to avoid some pathgrid issues.
* There's a secret cult somewhere in Seyda Neen. There will be a neat reward for those who manage to destroy it. (No quest atm)
* Renamed a lot of things in the construction set to make it easier to see what changes I've made. (New items added in Rebirth starts with MR_)
* Removed the small island in Balmora, near the Silt Strider. This was done in order to make place for a new & larger bridge, that boats could actually go through.
* Changed potion names much like BTB did in his "BTB's Sorted New Alchemy Potions", although this is my own personal edit. Credits to him for the idea.
* Removed the shield 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 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.
* Tuned the light in some of the new interiors. In some cases they were far to bright to seem realistic.
* You can now find new Deadric & Dwemer Long Spears in Vvardenfell's ruins. Long spears have a greater
range than ordinary spears. They also cause greater damage.
* Added missing attacksound to Ascended Sleepers.
* Guild cheasts will respawn monthly (It used to be 3 months)
* Fixed pathgrids & ownerships.
* New weapon lengths' for ALL the weapons found in Morrowind, includes the new ones too.
* 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.


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"

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

Still WIP
* Khuul
* Gnaar Mok

New Armor

* Morag Tong Armor
* Templar Shield
* Adamantium Towershield
* Adamantium Round Shield
* Skull shields (worn by Skeletons)
* Imperial Captains' Helmet

New Creatures

* Deadra Seducer
* Fire Clannfear
* Clannfear Runt
* Flesh Atronatch
* Goblin Shaman

New Weapons

* Falmer Longsword
* Falmer Shortsword
* Wolfbane (Shield)
* Ward Of The North (Shield)
* Silver Katana
* Deadric Longspear
* Dwemer Longspear
* Queen of Bats (wasn't included in the gameworld)

New Misc Items

* Dwemer Scrolls
* 3 paintings (special store)
* Rainbow set containing bowls, cups etc
* Oil Flask
* Poisoneous Vial

New Ingredients

* Atro Flesh
* Comet Slime
* Muffin
* Nether Salt
* Ore Essence
* Scrap Iron
* Swamp Slime
* Telvanni Resin
* Void Essence
* Wind Salt

New Statics

* Ballistas
* Armory display
* Magic Circle
* Windmill
* Globe
* Obelisk
* Throne
* Tent
* Blue Hornlilly (I put it in the wrong tab..)
* Telvanni Altar
* Hlaalu Well
* Dwemer Submarine

New Books

* Tale of The Devious Trader

New Music

MR_Rebirth - Black Mountain
MW_Rebirth - Atronach Battle
http://www.moddb.com/mods/morrowind-rebirth/videos/mw-rebirth-atronach-battle
MW_Rebirth - Futile Retreat
http://www.moddb.com/mods/morrowind-rebirth/videos/mw-rebirth-futile-retreat
MW_Rebirth - Into The Cave
MW_Rebirth - Molag Amur
http://www.moddb.com/mods/morrowind-rebirth/videos/mw-rebirth-molag-amur
MW_Rebirth - No Fear
http://www.moddb.com/mods/morrowind-rebirth/videos/mw-rebirth-no-fear
MW_Rebirth - Back To Vvardenfell
http://www.moddb.com/mods/morrowind-rebirth/videos/mw-rebirth-backto-vvardenfell
MW_Rebirth - Balmora Sunrise
http://www.moddb.com/mods/morrowind-rebirth/videos/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
http://www.moddb.com/mods/morrowind-rebirth/videos/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)


Vanilla Fixes

* Fixed a misaligned wall in Sandas Ancestral Tomb.
* Fixed a travel marker inside Zalits's Yurt that would cause the player to get stuck in a fireplace.
* Removed a floating wall-piece outside Wolverine Hall.
* Fixed a misaligned door in Suran.
* Fixed the Ald Redaynia Interior which had a lot of misaligned wall-pieces & messy rocks.
* Fixed a floating brazier in Kushtashpi (Deadric Ruin) & fixed the misaligned door.
* Raised the ground in Bal Fell to fix a floating stair-piece.
* Fixed a lot of floaters inside Mat Cave.
* Fixed some floaters inside Andre Mauls's tower & a floating dwemer wall-piece just by the entrence. Also adjusted the tower to match the exterior.
* Fixed a chest inside Ravel Ancestral Tomb that previously had no lock, which made it unable to open. Also fixed some small mesh errors.
* Removed a ladder inside Ashinabi: Smugglers'Den. There was no way you could use this ladder if you fell down the hole inside the cave.
* Raised skraeling shulki's Tent in Gnisis, now she will actually see the player & play the proper greeting.
* Fixed a door inside Kitabael's Hut that would cause the player to get stuck in a fireplace
* Fixed a missing wallpiece inside the House Of Earthly Delights.
* Fixed the stone bridge outside the Wolverine Hall. It used to clip with the Fort entrence.
* Fixed a lot of issues ranging from clipping meshes to floaters.
* Fixed a floating stone outside Assurdiripal.
* Fixed a floating bag in Assurnabitashpi.
* Fixed a lot of floaters in Addamasartus.
* Fixed a missing wall piece in Hlaalo Manor, also removed a cheast which were stuck inside a wall.
* Fixed some floaters in Hlormaren.
* Fixed a clipping ladder in Indoranyon & master trainer Qorwynn won't no longer be hostile towards the player.
* Fixed a floating rock & some other small things inside Shushishi.
* Fixed a clipping tapestry in Raven Rock, Factor's Estate.
* Fixed a few floaters in Ashmelech. I also removed the sword from Toranu Rothalnim, who's a prisoner.
* Fixed some missaligned lanterns in Sha-Adnius plus a few other things.
* Fixed a missaligned document in Shallit.
* Fixed a "cell door" in Kudanat, holding a few slaves. This should obviously be locked, which wasn't the case in vanilla.
* Fixed the spell "Summon Bonewolf". Changed it from the school of Alteration, to Conjuration. Just like the other summon spells. (I'm not sure if it's used in-game though)

+ a huge number of fixes for other areas*

*Assarnud, Assemanu, Assemanu Shrine, Assu, Beshara, Beran Ancestral Tomb, Ansi, Grytewake & Ashurnibibi.

I need to thank Slartibartfast1 for his mod Poorly Placed Object Fix v1.0 , which I used as a base for these changes. Sadly It wouldn't work
well with Rebirth, so I've manually implemented his improvements, among others I've found in diffrent threads.

Others

* New deskop icon for Rebirth

Screens

http://img839.imageshack.us/img839/1511/dren.png
http://img808.imageshack.us/img808/2763/44826301.jpg
http://img851.imageshack.us/img851/8523/rebirth3.png
http://img10.imageshack.us/img10/8137/rebirth4.png
http://img228.imageshack.us/img228/8117/18872306.jpg
http://img707.imageshack.us/img707/6713/rebirth2.png
http://img441.imageshack.us/img441/4903/tc90.jpg
http://img406.imageshack.us/img406/1148/tc14.jpg
http://img339.imageshack.us/img339/4715/dwemerruin1.jpg
http://img687.imageshack.us/img687/4659/dwemerruin2.jpg
http://img84.imageshack.us/img84/9341/buckmoth4.jpg
http://img585.imageshack.us/img585/7627/balmorarebirth13.jpg
http://img695.imageshack.us/img695/9233/interior1n.jpg
http://img148.imageshack.us/img148/7844/98187103.jpg
http://img14.imageshack.us/img14/1986/morrowindweapons.jpg
http://img694.imageshack.us/img694/969/morrowindrebirthgnisis.jpg
http://img413.imageshack.us/img413/259/seydaneen5.jpg
http://img38.imageshack.us/img38/135/seydaneen6.jpg
http://img208.imageshack.us/img208/338/seydaneen7.jpg
http://img525.imageshack.us/img525/4483/seydaneen8.jpg
http://img155.imageshack.us/img155/7468/seydaneen9.jpg
http://img402.imageshack.us/img402/8583/suran4.jpg
http://img689.imageshack.us/img689/3415/seydaneenpreview.jpg
http://img412.imageshack.us/img412/7076/seydaneenpreview2.jpg
http://img836.imageshack.us/img836/4839/ebonheart1.jpg
http://img213.imageshack.us/img213/6083/ebonheart3.jpg
http://img5.imageshack.us/img5/8105/ebonheart5.jpg
http://img51.imageshack.us/img51/9580/ebonheart6.jpg
http://img138.imageshack.us/img138/6519/newgnisis8.jpg
http://img138.imageshack.us/img138/6519/newgnisis8.jpg
http://img210.imageshack.us/img210/3262/caldera4.jpg

Video (A bit laggy, sorry for that)

http://www.youtube.com/watch?v=633JD5MzMcY&feature=player_embedded

There's a lot of other fixes, but due to the size it's impossible to remember them all. Rebirth is a huge
mod & will cause a lot of issues with other mods. This is unavoidable due to the huge landscape changes
I've made. I can't make it modular, since that would cause a lot of landscape seams/holes.

You can find further info at my moddb page: http://www.moddb.com/mods/morrowind-rebirth

Expect 1.2 soon!
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Stephanie Nieves
 
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Post » Wed Aug 03, 2011 11:53 am

This looks amazing :ahhh: :ahhh: :ahhh:
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Ice Fire
 
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Post » Wed Aug 03, 2011 1:17 pm

I took a look at this the other day. I was very impressed by the cities that I visisted. Really added alot of atmosphere that seemed to fit naturally.
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Sammygirl
 
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Post » Wed Aug 03, 2011 3:42 pm

This looks amazing :ahhh: :ahhh: :ahhh:


Thanks man!

I took a look at this the other day. I was very impressed by the cities that I visisted. Really added alot of atmosphere that seemed to fit naturally.


Kind words, thanks!

It was my intetion to make it blend in seamlessly into the vanilla game. So with all the other things I've added.

Let me know if there's anything you'd like to change or if you have any suggestions!
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i grind hard
 
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Post » Wed Aug 03, 2011 8:43 am

Let me know if there's anything you'd like to change or if you have any suggestions!

WOW. I've been waiting for this update and you have totally reworked the whole mod Trancemaster, but now some suggestions and comments. :thumbsup: I really hate to mention it, but shouldn't that be Daedra/Daedric instead of Deadra/Deadric. :wink_smile:

This is what MPP should have been in the first place, so I suggest a different name for this mod and what I've in mind is Morrowind Revisited which takes care of the game world while the original MPP can handle other things. :foodndrink:
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Dalton Greynolds
 
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Post » Wed Aug 03, 2011 1:07 pm

WOW. I've been waiting for this update and you have totally reworked the whole mod Trancemaster, but now some suggestions and comments. :thumbsup: I really hate to mention it, but shouldn't that be Daedra/Daedric instead of Deadra/Deadric. :wink_smile:

This is what MPP should have been in the first place, so I suggest a different name for this mod and what I've in mind is Morrowind Revisited which takes care of the game world while the original MPP can handle other things. :foodndrink:


Gah I really hate those lore words lol! Haha thanks for reminding me though! :P

Well the MPP isn't really the same thing, it doesn't change cities or add new creatures or such. About the name thing i don't think that's a good idea. A lot of ppl know this mod as Morrowind Rebirth, if I suddenly change name into something else that would make it rather confusing. An example would be if a company suddenly change name of one of thier products & re-release it, well.. it never goes well.

Thanks for the suggestion though :goodjob:

Btw, Rebirth works fine with the MPP. If there's any conflict I will remove any edits from my mod.
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krystal sowten
 
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Post » Wed Aug 03, 2011 12:03 pm

I have to be honest: some of the changes you made, especially game mechanics ones are not to my taste.

Probably I will let them be overwritten by some other plugin or maybe after the whole project is finished you will separate the landscape-city changes for the rest of the mod, making it modular.

Personally I am only waiting for a single mod that "enriches" Morrowind cities, ruins, etc without much need to make them larger. They (almost) only need to be filled with details.
And I think Morrowind Rebirth (I mean Trancy :-p) is real good in this!

A suggestion? Vvardenfell just recently opened to new settlements so it's lore-corrected for its cities to be not-so-big.
However interests for the region are many: there are ebony, glass, kwama eggs, etc, so new settlers are expected to come. So it would be lore-wise (imho) to add many in-costruction buildings.

About landscape corrections? I am fine with them but I wouldn't like this to conflict with PPOF...
In my opinion one of the problem with mods these days is that many modders do not take into consideration mods from other people and simply don't pay a heed to conflicts!
Please do not make this mistake Trancy!

OK, I think I talked maybe to much, I feel like I've just written a book!

Edit: typos
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Ricky Rayner
 
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Post » Wed Aug 03, 2011 6:54 pm

About landscape corrections? I am fine with them but I wouldn't like this to conflict with PPOF...
In my opinion one of the problem with mods these days is that many modders do not take into consideration mods from other people and simply don't pay a heed to conflicts!
Please do not make this mistake Trancy!


If he did that then the hold entire mod would be useless, seeing as it is a "rebirth". :shakehead:
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Connor Wing
 
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Post » Wed Aug 03, 2011 7:34 am

Gah I really hate those lore words lol! Haha thanks for reminding me though! :P

Well the MPP isn't really the same thing, it doesn't change cities or add new creatures or such. About the name thing i don't think that's a good idea. A lot of ppl know this mod as Morrowind Rebirth, if I suddenly change name into something else that would make it rather confusing. An example would be if a company suddenly change name of one of thier products & re-release it, well.. it never goes well.

Thanks for the suggestion though :goodjob:

I thought the Morrowind Revisited was a better name for Morrowind Rebirth and to play a mod with stuff that wasn't included in MPP, but still some sort of a fixing mod like MPP. Anyway you have got a lot work to do, so in the mean time keep up the good work Trancemaster. ;)
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Sophh
 
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Post » Wed Aug 03, 2011 11:51 am

I will make a esp without the game mechanics, but honestly I think they're fair :P

Anyhow the cities I remake are not really larger, but with more detail. I won't rebuild them in a way that would seem strange and incorrect.

PPOF? you mean poorly placed objects or what? It's somewhat included in this. I can't reverse the landscape changes, the mod would turn wack if I did, probably causing the entire gameworld to float lol!

The whole reason why I created Rebirth was because I didn't like the way how Vvardenfell looked compared to a lot of other new games. While far superior in gameplay & immersion, the detail-work isn't that good for a game in 2011, neither was it when it got released, in my opinion. I wanted to create something that would make a massive change, not only to a few cities, but the entire game. That's why I've made such big changes in diffrent areas too.

I'm really trying to have other mods in mind, but sometimes I get a really good idea... and, POFF.. that mod is conflicting with Rebirth :brokencomputer:
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Kara Payne
 
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Post » Wed Aug 03, 2011 6:48 am

I thought the Morrowind Revisited was a better name for Morrowind Rebirth and to play a mod with stuff that wasn't included in MPP, but still some sort of a fixing mod like MPP. Anyway you have got a lot work to do, so in the mean time keep up the good work Trancemaster. ;)


Perhaps someone will see my improvements & include them in the MPP, who knows! :thumbsup:
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lucile
 
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Post » Wed Aug 03, 2011 10:26 am

I will make a esp without the game mechanics, but honestly I think they're fair :P

Good, thank you! Well, they are fair... It's just... I prefer BTB's ones :P

Anyhow the cities I remake are not really larger, but with more detail. I won't rebuild them in a way that would seem strange and incorrect.

Splendid!

The whole reason why I created Rebirth was because I didn't like the way how Vvardenfell looked compared to a lot of other new games. While far superior in gameplay & immersion, the detail-work isn't that good for a game in 2011, neither was it when it got released, in my opinion. I wanted to create something that would make a massive change, not only to a few cities, but the entire game. That's why I've made such big changes in diffrent areas too.

Agree with you completely. Still modders/mod users' community is quite big. Modularity, when possible, is always the way to go. My two cents! :)

PPOF? you mean poorly placed objects or what? It's somewhat included in this. I can't reverse the landscape changes, the mod would turn wack if I did, probably causing the entire gameworld to float lol!
I'm really trying to have other mods in mind, but sometimes I get a really good idea... and, POFF.. that mod is conflicting with Rebirth :brokencomputer:

Yes, I meant Poorly Placed Objects Fix. Well what about? If all its fixes are included in your mod, I coudn't be happier!
If PPOF finds makes some fixes MR do not, just make sure to include it, OK? Thanks! :)
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james tait
 
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Post » Wed Aug 03, 2011 7:31 pm

I will try to include all changes PPO does, and more! Most of those listed here are things I've found myself. I'm going through every tomb, ruin etc trying to locate floaters and other things that would disturb the player :P
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Destinyscharm
 
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Post » Wed Aug 03, 2011 10:30 am

I have to say, this looks amazing! :) I'll be downloading after your next update, methinks.

I only have one request, really, since I can tweak most mods to be compatible myself, and that is to add grass. I've gotten so used to running vurt's grass mods that everything looks horribly bare without it, no matter how great the landscaping is. ._. So it would be really fantastic if you did a grass add-on!
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Emilie Joseph
 
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Post » Wed Aug 03, 2011 5:23 am

Have you report these graphical's bugs to Slartibartfast so that he can includes them in PPOF? :hubbahubba:
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Peter P Canning
 
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Post » Wed Aug 03, 2011 6:43 am

Perhaps someone will see my improvements & include them in the MPP, who knows! :thumbsup:
I will try to include all changes PPO does, and more! Most of those listed here are things I've found myself. I'm going through every tomb, ruin etc trying to locate floaters and other things that would disturb the player :P

Yes there is a least two afaik who can get http://www.gamesas.com/index.php?/topic/1118992-morrowind-patch-project-bug-report-thread/page__view__findpost__p__18093453 http://www.gamesas.com/index.php?/topic/1118992-morrowind-patch-project-bug-report-thread/page__view__findpost__p__18094419 if that's what you mean. :)
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Luis Longoria
 
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Post » Wed Aug 03, 2011 6:12 am

I have to say, this looks amazing! :) I'll be downloading after your next update, methinks.I only have one request, really, since I can tweak most mods to be compatible myself, and that is to add grass. I've gotten so used to running vurt's grass mods that everything looks horribly bare without it, no matter how great the landscaping is. ._. So it would be really fantastic if you did a grass add-on!


Nice to hear that! :)

I'm not really sure how to do this, I would if i could! Perhaps someone could tell me how?

Have you report these graphical's bugs to Slartibartfast so that he can includes them in PPOF? :hubbahubba:


Ehm not really. I've just gone through them in the CS so there's no detailed report for him to have (ingame I could do it with console, but I don't play it, yet :sweat: . I did tell him to check the tombs, caves and strongholds, due to the large amount of floaters inside. I found at least 1 floater in each area so it shouldn't be that hard to locate really. I will however report if I find anything real serious.
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Valerie Marie
 
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