[REL] Morrowind Rebirth 1.6

Post » Thu May 03, 2012 1:24 pm

So I've been thinking about some changes for the next version, like or dislike?
These are mine like/dislike. :whisper:

* Khajiits' now have a bonus in hand to hand combat due to thier sharp claws (5 p)
:yes:

* Raised the required soul value to create constant effect enchantment from 400 to 500 (Harder to create god-like weapons/armor)
:no:

* The Dwemer artifact "Foeburner" now has a proper enchantment that deals fire damage.
:yes:

* Auriel's Bow & Shield are told to be the most powerful artifacts in Tamriel, but yet they have
no enchantments? Well now they do. I based them mainly from the description in Daggerfall lore.
:yes:

* New creature variations, for example wolf cubs, bear cubs, young guars etc.
I guess that young guars is only on Morrowind mainland, while the others is on Solstheim. You could also have bear cubs on the mainland too since there is a forest area in Tamriel Rebuilt.

* "Realistic" Weapon Speeds (A continuation from my realistic weapon length project)
:nod:

* Better & larger sewer system in Balmora
:yes:

* Daedric gate system (Uncertain cause I think a lot of people won't like the idea)
Why not a gate inside of Ghostfence in between Ghostgate and Ghostgate shrine (part of the Temple pilgrimage quest) to the shrine of Boethiah, once it has been built on Khartag Point and you could place the gate below the shrine on the ground.

I've another idea that I think it should be in the first place and that's to remove every wooden door on the entrance into water caves. I mean it looks kinda silly to find a wooden door under water and what I was thinking of is an entrance like those you see on Solstheim and I think http://www.uesp.net/wiki/Bloodmoon:Halls_of_Penumbra has that kind of an entrance that I'm referring to.
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Mark
 
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Post » Thu May 03, 2012 4:48 pm

Ya it was about that I had in mind, inside ruins only. Does it sound like a good idea or is it just too much?

Given that all the Daedric "nasties" that the PC meets have to get into Morrowind from their home plane in some way, I
would have thought that it is not too objectionable. Unless, of course, some lore-hound points out that gamesas have
explained it in some completely different fashion?
Taking the above a stage further, if you believe in role-playing and restricting a players choice, tie it to the 7 Daedra
Lord Quests Shrines. If the player considers they are of the same alignment, they can do the Quest; if they are of
opposing alignment, they can close the gate. But not both options!
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Josephine Gowing
 
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Post » Thu May 03, 2012 4:54 pm

I guess that young guars is only on Morrowind mainland, while the others is on Solstheim. You could also have bear cubs on the mainland too since there is a forest area in Tamriel Rebuilt.

Why not a gate inside of Ghostfence in between Ghostgate and Ghostgate shrine (part of the Temple pilgrimage quest) to the shrine of Boethiah, once it has been built on Khartag Point and you could place the gate below the shrine on the ground.

I've another idea that I think it should be in the first place and that's to remove every wooden door on the entrance into water caves. I mean it looks kinda silly to find a wooden door under water and what I was thinking of is an entrance like those you see on Solstheim and I think http://www.uesp.net/wiki/Bloodmoon:Halls_of_Penumbra has that kind of an entrance that I'm referring to.

You are correct regarding the new creature placements.

I was more leaning towars jcjcjc.s idea really, to put one in each lord shrine :smile:

Great idea with the entrences. I'll write that one up!

Given that all the Daedric "nasties" that the PC meets have to get into Morrowind from their home plane in some way, I
would have thought that it is not too objectionable. Unless, of course, some lore-hound points out that gamesas have
explained it in some completely different fashion?

Taking the above a stage further, if you believe in role-playing and restricting a players choice, tie it to the 7 Daedra
Lord Quests Shrines. If the player considers they are of the same alignment, they can do the Quest; if they are of
opposing alignment, they can close the gate. But not both options!

I'll see what I can do. I was thinking of, as you say, placing one portal inside each Lord's Shrine. If you activate one it will randomly transport you to one of the other 6 gates. I'm not sure if it's possible to make a script to either let you travel or to destroy the gate. I'm quite sure that would ruin the travelscript as it is supposed to send you to a random gate. But I think that the travel option is the most important one for now.


Also added this just recentely:


* New balanced equipment for Dark Brotherhood Assassins:

Apprentice - Steel Dagger, Enchantment: Poisonous Sting, 2 dmg on touch.
Journeyman - Silver Dagger, Enchantment: Poisonous Sting, 4 dmg on touch.
Operator/Wetboy - Dwemer Dagger, Enchantment: Poisonous Sting, 6 dmg on touch.
Punisher - Adamantium Dagger, Enchantment: Poisonous Sting, 8 dmg on touch.
Assassin - Glass Dagger, Enchantment: Poisonous Sting, 10 dmg on touch.

Need to balance the uses though, still a bit much for my head atm :tongue:
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Nathan Maughan
 
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Post » Thu May 03, 2012 9:06 am

* New balanced equipment for Dark Brotherhood Assassins:

Journeyman - Steel Dagger, Enchantment: Poisonous Sting, 2 dmg on touch.
Apprentice - Silver Dagger, Enchantment: Poisonous Sting, 4 dmg on touch.
Operator/Wetboy - Dwemer Dagger, Enchantment: Poisonous Sting, 6 dmg on touch.
Punisher - Adamantium Dagger, Enchantment: Poisonous Sting, 8 dmg on touch.
Assassin - Glass Dagger, Enchantment: Poisonous Sting, 10 dmg on touch.

Need to balance the uses though, still a bit much for my head atm :tongue:

What about changing the Armour ratings & prices as well? Basically; so the first DB members the PC meets have light armour that is good but not overpowered, and that as the DB send higher ranked members their armour is better.

jc
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-__^
 
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Post » Thu May 03, 2012 3:06 pm

I was more leaning towars jcjcjc.s idea really, to put one in each lord shrine :smile:

Great idea with the entrences. I'll write that one up!
If you need ideas then read this http://www.gamesas.com/topic/1088917-wipz-into-oblivion/. :whistling:

I thought you would like it and I think you can skip the sewer entrance in the sea on Hlormaren, but change the entrance of the underwater secret entrance into Gnisis Egg Mine. :biggrin:

* New balanced equipment for Dark Brotherhood Assassins:

Journeyman - Steel Dagger, Enchantment: Poisonous Sting, 2 dmg on touch.
Apprentice - Silver Dagger, Enchantment: Poisonous Sting, 4 dmg on touch.
Operator/Wetboy - Dwemer Dagger, Enchantment: Poisonous Sting, 6 dmg on touch.
Punisher - Adamantium Dagger, Enchantment: Poisonous Sting, 8 dmg on touch.
Assassin - Glass Dagger, Enchantment: Poisonous Sting, 10 dmg on touch.

Need to balance the uses though, still a bit much for my head atm :tongue:
Shouldn't a Journeyman come after an Apprentice or am I mistaken and what is a Wetboy. :smile:
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Sasha Brown
 
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Post » Thu May 03, 2012 12:16 pm

- edit : nevermind.
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Vahpie
 
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Post » Thu May 03, 2012 9:21 am

If you need ideas then read this http://www.gamesas.com/topic/1088917-wipz-into-oblivion/. :whistling:

I thought you would like it and I think you can skip the sewer entrance in the sea on Hlormaren, but change the entrance of the underwater secret entrance into Gnisis Egg Mine. :biggrin:


Shouldn't a Journeyman come after an Apprentice or am I mistaken and what is a Wetboy. :smile:

Thanks for the linky!

And yes that's correct. Apprentice should be first, I just got confused with the cs id's. A wetboy is a rank in the Dark Brotherhood, strange name I know :tongue:

What about changing the Armour ratings & prices as well? Basically; so the first DB members the PC meets have light armour that is good but not overpowered, and that as the DB send higher ranked members their armour is better.

jc

Good idea but really there's already a nice mod covering that on PES. I belive it's "Ranked Dark Brotherhood" or something simlar. It got armors that looks diffrent depending on the rank. In Rebirth we'd only see a change in stats, but not in appearance (and apperance is the thing I'd go for).
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Gemma Flanagan
 
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Post » Thu May 03, 2012 8:08 am

Good idea but really there's already a nice mod covering that on PES. I belive it's "Ranked Dark Brotherhood" or something simlar. It got armors that looks diffrent depending on the rank. In Rebirth we'd only see a change in stats, but not in appearance (and apperance is the thing I'd go for).
Why not use the same Dark Brotherhood mod that Pluto used for http://www.gamesas.com/topic/1034477-rel-the-sable-dragon/.

http://www.tessearch.com/mods/4806/Dark-Brotherhood-Armor-Replacer--Expanded-With-Ranks
http://mw.modhistory.com/download-4-20
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5584 (Westly made an Oblivion Dark Brotherhood replacer)
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Daramis McGee
 
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Post » Thu May 03, 2012 3:25 pm

Good idea but really there's already a nice mod covering that on PES. I belive it's "Ranked Dark Brotherhood" or something simlar. It got armors that looks diffrent depending on the rank. In Rebirth we'd only see a change in stats, but not in appearance (and apperance is the thing I'd go for).

The DB_armour_replacers_expanded (varieties), seem to keep the base armour values, except for the "with ranks" version which adds higher values. They also add new DB weapons + optional quest delayer.
DB Assassins Fix does do graded lesser armour but by replacing DB armour with various standard armours at lower levels.

So I feel there would still be a place for my original suggestion? I use D.B.A.R.E. with BTB's patch anyway so it would'nt affect me (apart from deciding which of the weapons to use)

jc
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suniti
 
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Post » Thu May 03, 2012 12:01 pm

Why not use the same Dark Brotherhood mod that Pluto used for http://www.gamesas.com/topic/1034477-rel-the-sable-dragon/.

http://www.tessearch.com/mods/4806/Dark-Brotherhood-Armor-Replacer--Expanded-With-Ranks
http://mw.modhistory.com/download-4-20
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5584 (Westly made an Oblivion Dark Brotherhood replacer)

I might do just that, although I'd prefer to find a solution of my own, rather than borrowing too much from other mods :P

The DB_armour_replacers_expanded (varieties), seem to keep the base armour values, except for the "with ranks" version which adds higher values. They also add new DB weapons + optional quest delayer.
DB Assassins Fix does do graded lesser armour but by replacing DB armour with various standard armours at lower levels.

So I feel there would still be a place for my original suggestion? I use D.B.A.R.E. with BTB's patch anyway so it would'nt affect me (apart from deciding which of the weapons to use)

jc

Thanks for the info. I will have to give this idea a bit more thought before I decide anything. I might leave the armors and just go for the weapons, as described in the other page. We'll see :)
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Katie Louise Ingram
 
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Post » Thu May 03, 2012 10:49 pm

Well I don't see it borrowed from other mods just to (ab)use a modders resource of course with authors permission and credits in a readme. :biggrin:
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Mark
 
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Post » Thu May 03, 2012 7:36 am

Hello,

I saw the mod Morrowind Rebirth here on the forums in your signature and decided to check it out. I do have a few thought I'd ask you a few questions, so hopefully either Mr. Trancemaster or someone else who enjoys this mod could take the time to answer them. First of all, I read that your mod is compatible with Morrowind Sound and Graphics Overhaul (sans grass apparently). This is important to me because I play with MGSO 2.0 as my one and only modification, and I am extremely happy with it. I also run the mod on medium to high settings given this

1. If I like MGSO's armor textures will Morrowind Rebirth change/replace them? Are they 'better' than MGSO's, subjective though that question is? This question might also apply to things like landscape, or architecture. Will Morrowind Rebirth 'replace' everything MGSO does visually, or is Morrowind Rebirth more about gameplay changes?

2. If I download and install Morrowind Rebirth on top of MGSO 2.0, will I be able to continue existing characters, or would I need to start over?

3. If I can run MGSO 2.0 on medium to high settings, will installing Morrowind Rebirth increase the demands on my hardware noticeably? I'd assume so, but I was wondering just how much.

4. The overview section here http://www.moddb.com/mods/morrowind-rebirth talks a little bit about the new features in Morrowind Rebirth. In particular there are a 'large number of new NPC's added', I was wondering if this included any quests, new factions, or anything of that sort or if for the most part the new NPCs were just added to taverns or bars for flavor. Could you tell me a bit about them?

5. New Weapons and Armor. I was curious what this meant as well - are there entire new, original armor sets? Are they balanced so they can be used at early to mid-game levels, or are they more like Glass and Daedric quality stuff? Or are these just add-ons to 'complete' partial sets ex. Adamantium Dagger or Dreugh Greaves?

6. The mod overview mentions reworked cities and locations. I was curious as to what this meant as well... I saw a screenshot of Balmora where it appeared to have merchant 'stalls' or 'tents' around the river and bridges. What could these fellows possibly sell that I can't already buy at Balmora's existing shops? And again, are there any extra quests, guilds, or interesting NPC's in general included in these 'reworked' cities?

I realize I asked a lot of questions, but hopefully you'll take the time to answer them. I'm very interested in trying out your mod, and have been searching for a 'gameplay' enhancer to go along with MGSO's 'sound and graphics enhancer' to complete my mod repetoire.

Thanks in advance
- Ravenius
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Emmi Coolahan
 
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Post » Thu May 03, 2012 6:57 pm

Hello,

I saw the mod Morrowind Rebirth here on the forums in your signature and decided to check it out. I do have a few thought I'd ask you a few questions, so hopefully either Mr. Trancemaster or someone else who enjoys this mod could take the time to answer them. First of all, I read that your mod is compatible with Morrowind Sound and Graphics Overhaul (sans grass apparently). This is important to me because I play with MGSO 2.0 as my one and only modification, and I am extremely happy with it. I also run the mod on medium to high settings given this

1. If I like MGSO's armor textures will Morrowind Rebirth change/replace them? Are they 'better' than MGSO's, subjective though that question is? This question might also apply to things like landscape, or architecture. Will Morrowind Rebirth 'replace' everything MGSO does visually, or is Morrowind Rebirth more about gameplay changes?

2. If I download and install Morrowind Rebirth on top of MGSO 2.0, will I be able to continue existing characters, or would I need to start over?

3. If I can run MGSO 2.0 on medium to high settings, will installing Morrowind Rebirth increase the demands on my hardware noticeably? I'd assume so, but I was wondering just how much.

4. The overview section here http://www.moddb.com/mods/morrowind-rebirth talks a little bit about the new features in Morrowind Rebirth. In particular there are a 'large number of new NPC's added', I was wondering if this included any quests, new factions, or anything of that sort or if for the most part the new NPCs were just added to taverns or bars for flavor. Could you tell me a bit about them?

5. New Weapons and Armor. I was curious what this meant as well - are there entire new, original armor sets? Are they balanced so they can be used at early to mid-game levels, or are they more like Glass and Daedric quality stuff? Or are these just add-ons to 'complete' partial sets ex. Adamantium Dagger or Dreugh Greaves?

6. The mod overview mentions reworked cities and locations. I was curious as to what this meant as well... I saw a screenshot of Balmora where it appeared to have merchant 'stalls' or 'tents' around the river and bridges. What could these fellows possibly sell that I can't already buy at Balmora's existing shops? And again, are there any extra quests, guilds, or interesting NPC's in general included in these 'reworked' cities?

I realize I asked a lot of questions, but hopefully you'll take the time to answer them. I'm very interested in trying out your mod, and have been searching for a 'gameplay' enhancer to go along with MGSO's 'sound and graphics enhancer' to complete my mod repetoire.

Thanks in advance
- Ravenius

1. No it won't replace the armor textures. The only thing that will be replaced are Trees, but since you've already got em included in MGSO 2.0 that won't be an issue.

2. You would probably have to use Wrye Mash to repair your save-game, easiest way I know of!

3. Yes it's quite demanding. Some areas like Seyda Neen/Balmora have fps drops that will be notaciable.

4. It's a flavor thing, I don't have the skills to do quests just yet, perhaps in the future.

5. Mostly things that will fit into the game seamlessly (things that complement vanilla armors/weapons + new hard-to-find uniques) . For example these:

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/black-glass

In my opinion these are balanced and won't turn you into a demi-god.

6. Ehm.. well it does mean that almost all cities have been expanded and rebuilt. The tents in Balmora is really nothing special in comparison to what I've done to the rest of the City. The merchants only have some random stuff, nothing special. No quests, guilds or anything yet. I'll post a few screenshots later today when I get back from work and you'll see the diffrence :smile:

- Trance
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ashleigh bryden
 
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Post » Thu May 03, 2012 8:13 am

2. You would probably have to use Wrye Mash to repair your save-game, easiest way I know of!

3. Yes it's quite demanding. Some areas like Seyda Neen/Balmora have fps drops that will be notaciable.
2. Of course it's easy to do that in Wrye Mash, but http://www.gamesas.com/topic/1243297-relz-morrowind-rebirth-13/page__view__findpost__p__18966117 what happen to my game when I did that. You could actually remove the Fortify Attack birthsign from your character if you repair you gamesave in Wrye Mash. Not recommended unless you want to start a new game, which is definitely necessary with Morrowind Rebirth if you have a http://www.gamesas.com/topic/1243297-relz-morrowind-rebirth-13/page__view__findpost__p__18965539 similar to mine.

3. Don't forget the http://www.fliggerty.com/phpBB3/viewtopic.php?p=81056#p81056 that Morrowind Rebirth has in Seyda Neen, but also on several other locations which I haven't got the chance to explore yet.
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Sharra Llenos
 
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Post » Thu May 03, 2012 3:46 pm

Hello, and thank you for the quick responses.

I'm eager to see those screenshots of expanded cities you mentioned, Transmaster, and I may just have to make a copy of my Morrowind folder to try your mod and see how I like it!
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bonita mathews
 
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Post » Thu May 03, 2012 7:22 pm

Hello, and thank you for the quick responses.

I'm eager to see those screenshots of expanded cities you mentioned, Transmaster, and I may just have to make a copy of my Morrowind folder to try your mod and see how I like it!

http://img827.imageshack.us/img827/681/suran2.jpg
http://img192.imageshack.us/img192/7746/suran1w.jpg
http://img823.imageshack.us/img823/486/seydaneen4.jpg
http://img16.imageshack.us/img16/1535/seydaneen3.jpg
http://img26.imageshack.us/img26/3725/seydaneen2.jpg
http://img801.imageshack.us/img801/5540/seydaneen1.jpg
http://img607.imageshack.us/img607/8711/drenp2.jpg
http://img856.imageshack.us/img856/3761/drenp1.jpg
http://img37.imageshack.us/img37/6189/caldera3.jpg
http://img837.imageshack.us/img837/2086/caldera2.jpg
http://img11.imageshack.us/img11/9454/caldera1.jpg
http://img834.imageshack.us/img834/8364/balmora3.jpg
http://img835.imageshack.us/img835/6020/balmora2.jpg
http://img577.imageshack.us/img577/1172/balmora1.jpg


Loads and loads of other changes to other cities but I don't have the time to take more screenshots atm! :smile:

And btw.. 1.7 is out : http://www.moddb.com/mods/morrowind-rebirth
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Natalie Harvey
 
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Post » Thu May 03, 2012 10:28 pm

Great!

It seems to suggest that I need to download these files - all of them? And if so, do I need to put them at the top of my load order or does it matter? http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8763

Also, how do I 'disable all the grass mods' in MGSO? Do I just go through the data files and uncheck anything that says 'grass' in it?
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Chloe Lou
 
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Post » Thu May 03, 2012 7:32 pm

Great!

It seems to suggest that I need to download these files - all of them? And if so, do I need to put them at the top of my load order or does it matter? http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8763

Also, how do I 'disable all the grass mods' in MGSO? Do I just go through the data files and uncheck anything that says 'grass' in it?
Just run MGSO Options and select the No Grass option, then re-generate distant lands :)
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Mel E
 
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Post » Thu May 03, 2012 7:16 am

Great!

It seems to suggest that I need to download these files - all of them? And if so, do I need to put them at the top of my load order or does it matter? http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8763

Also, how do I 'disable all the grass mods' in MGSO? Do I just go through the data files and uncheck anything that says 'grass' in it?

Well if you're running a fresh install yes you need all of them. But if you're planning to install Rebirth on top of MGSO, "On The Rocks" are already included in MGSO (99 % sure). Anyhow I'd advice a fresh installment just to be on the safe side :)
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Michelle Smith
 
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Post » Thu May 03, 2012 1:08 pm

Hello,

I installed Morrowind Rebirth 1.7 like you guys suggested, and it seems to be working. At first I forgot to check the box in Data Files and when I loaded up the game (MGSO 2.0 without the grass) I was amazed because normally I have probably 20 FPS, a little lag...without the grass it might as well have been 60 FPS, there wasn't a hint of lag whatsoever just walking around Seyda Neen. I was even able to find the tax collector's body for the first time in years because he wasn't hidden beneath all that foliage!

Then I went back and enabled Morrowind Rebirth in the data files and I have to say I'm impressed. Even looking at your screenshots I wasn't quite aware of the 'scope' of the changes, especially in terms of Seyda Neen which seems like it was made at least twice, if not three times as big as it originally was! I visited an inn called the Red Lantern and the bartender said they had beds to rent but I didn't see any in the inn, and couldn't get him to rent me one since everyone in the bar only had 10 disposition towards me. I was also impressed by Balmora, and I was glad to see a gate on the front of Ald Ruhn at last, though I guess you haven't gotten around to adding buildings or NPC's to Ald Ruhn yet, at least that I could see in my brief run-through. I was happy to see the guy in Balmora next to the Guar would offer me fast travel to Pelagiad though. There's a 'manor' with a door that has a 100 lock on it in Balmora near the Silt Strider, but when I used the console to unlock it, it told me the door was locked from the other side and I couldn't go in. I was wondering what's in there, or if it's off-limits on purpose because it's unfinished or some sort of tester cell.

The one issue I have is I think my draw distance has been screwed up a little bit. Many large trees and rocks won't 'appear' until I'm within say thirty yards of them, and even the walls of Ald Ruhn looked small from afar and then 'morphed' to twice their size when I got close. Also, most large rocks and trees will also fade out as I draw closer to them, as if the game wants to stop rendering them a second too early because it thinks they're behind me or something. I realize that's not much to go on, but do you have any idea what could be causing this?

I already tried poking around in the MGEgui but it seems like all of the distant land settings are the same as in the copy folder I made to preserve the build I had incase I couldn't get Rebirth to work.

Edit: I was also wondering what I had to do to install the optional extras. The new Ghost Gate looks amazing, and I'd love to give the new music a try too.

Edit2: When I recreated distant land after disabling MGSO's grass, I got a notification of these 23 warnings. Now after encountering the outlined issue with Morrowind Rebirth I tried to generate distant land again, just to see if that fixed things and got the same 23 warnings. I don't know if they give clues as to the problems or not, but here is a screenshot. http://img215.imageshack.us/img215/89/warningsd.jpg

Edit 3: I was able to reduce the problem by turning up the 'View Distance' setting in-game under the video tab in options from the lowest setting to the highest setting. I think somehow Morrowind Rebirth reset the slider from max to minimum, but I'm not sure. The problem persists, and is particularly bad around Seyda Neen where I'll be walking in the swamps around town and whole hills will be on screen and simply 'disappear' as I draw nearer. It's almost as if they're some old 'imprint' of a hill that used to be there in the vanilla game but you subsequently erased or flattened, and it only disappears when I get closer.

Outside of the immediate area around Seyda Neen the problem appears to be minimal. On occasion I'll see a tree or mushroom in the distance 'disappear' as I get closer to it, which is the opposite of what you'd think would happen - stuff should be disappearing the farther away I get.

It may be that I just need to do a fresh install of Morrowind, MGSO, and then Morrowind Rebirth though that seems like kind of a pain if there's a quick fix or something. Is there a 'game cache' that I might need to clear, or something?

Edit 4: Alright, I went ahead and reinstalled Morrowind fresh off of steam, installed MGSO 2.0, installed Morrowind Rebirth and the problem appears to persist. I'm beginning to wonder if it's just a 'glitch' with Morrowind Rebirth, hopefully to be ironed out in the future. I've taken some screenshots to illustrate exactly what I'm talking about.

Image One http://img546.imageshack.us/img546/4461/morrowind1.jpg The red lines mark the top of a 'phantom hill' that you'll see disappear. Also notice the rock I've underscored and have arrows pointing at, you'll see it in the third picture, up close, circled.

Image Two http://img193.imageshack.us/img193/8252/morrowind2u.jpg The red lines show that the 'phantom hill' has begun to fade away, from the bottom up.

Image Three http://img845.imageshack.us/img845/9849/morrowind3.jpg 'Phantom hill' has disappeared completely now that I'm almost touching the rock underlined in Image One.

So I guess I'm asking, is there anything in particular that causes this effect, and if so is there something I can do to get rid of it?

And also to illustrate my issue where parts of trees or rocks disappear as I get closer. Pay attention the tree outlined in red in Image Four. You'll see that in Image Five its foliage disappears.

Image Four http://img21.imageshack.us/img21/9984/morrowind4.jpg

Image Five http://img842.imageshack.us/img842/6337/morrowind5.jpg
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Jamie Lee
 
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Joined: Sun Jun 17, 2007 9:15 am

Post » Thu May 03, 2012 7:16 am

I will be busy until tomorrow but this looks like an issue with distand land really. Have you re-run MGE with the proper settings? You didn't forget to mark the Morrowind Rebirth esp while doing so? Hmm... strange indeed.

If you like to install the extras just cut/paste the textures/meshes folder(s) into morrowind/datafiles. Same goes with music, just cut/paste :)
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Georgine Lee
 
Posts: 3353
Joined: Wed Oct 04, 2006 11:50 am

Post » Thu May 03, 2012 2:58 pm

I used Rebirth awhile back. My distant land had to be cut back to 6 cells for smooth playing. (I like seeing far. Besides, lore states Red Mountain is visible from Firewatch.) Enjoyed every minute of it. Un-installed for awhile. Gonna make a new dedicated install for it. Never got around to saying what a wonderful job you did. Cookies. :foodndrink:
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LijLuva
 
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Joined: Wed Sep 20, 2006 1:59 am

Post » Thu May 03, 2012 4:23 pm

It's odd because the problem is by far the worst in Seyda Neen, in the swampy area where Tarhiel falls from the sky and the tax collector's body is. Most other places only have minor problems that I can just kind of ignore.

I don't see how distant lands could be the problem on account of they were created using the automatic MGSO installer, so I can't see how they would've been generated 'incorrectly'. If I were to regenerate distant lands again, are there any settings or values I should pay special attention to and if so what should I enter?

I'm tempted to try the game with just your mod and no MGSO to see if the problem somehow persists, or its definitely a conflict in the two mods.

Edit: The various individual downloads for On the Rocks! at PES seem to not be working right now. Whenever I click on one of them it takes me to a page with a white background and a lot of computer gibberish. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8763
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brenden casey
 
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Joined: Mon Sep 17, 2007 9:58 pm

Post » Thu May 03, 2012 7:11 am

Edit2: When I recreated distant land after disabling MGSO's grass, I got a notification of these 23 warnings. Now after encountering the outlined issue with Morrowind Rebirth I tried to generate distant land again, just to see if that fixed things and got the same 23 warnings. I don't know if they give clues as to the problems or not, but here is a screenshot. http://img215.imageshack.us/img215/89/warningsd.jpg
Your last error in the picture has already been http://www.gamesas.com/topic/1201886-relz-poorly-placed-object-fix-v10/page__view__findpost__p__20184004 to Slartibartfast1. IIRC you can't use http://www.gamesas.com/topic/1201886-relz-poorly-placed-object-fix-v10/page__view__findpost__p__17908109 with Morrowind Rebirth just yet, but I'm entirely sure about that so you'll need to ask Trancemaster if he have included PPOF into Morrowind Rebirth. I suggest that you remove PPOF from your loadorder and run the distant land wizard in http://www.gamesas.com/topic/1240985-morrowind-graphics-extender-mge/ again, but if you still want to include PPOF into your game it then you'll need to exclude it from the distant land wizard.
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kasia
 
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Joined: Sun Jun 18, 2006 10:46 pm

Post » Thu May 03, 2012 10:02 am

To provide a bit of an update in response to Leonardo

I decided to install Morrowind + MGSO + Morrowind Rebirth from scratch. When I did this I used MGSO's automatic install but also choose 'No Grass', that way I wouldn't have to worry about changing the settings or generating distant land yet again when I reinstalled Morrowind Rebirth onto my fresh install. So I accomplished what I set out to do (install Morrowind Rebirth over a fresh install of Morrowind and MGSO 2.0) but the problem persisted, and I believe I took the screenshots above with that configuration as well.

Just now I was able to re-install Morrowind yet again, and do a fresh install of Morrowind Rebirth, without MGSO 2.0 (I had to use internet explorer to download Taddeus' On the Rocks, Firefox wouldn't let me). It seems to be working exactly as it should, no graphical glitches like I've been experiencing so clearly the conflict does exist between Morrowind Rebirth and MGSO 2.0. I was also surprised at how much different everyone, especially the NPCs look without the high resolution textures and graphics replacers from MGSO. Part of me had forgotten!

Hopefully when Trancemaster posts again he'll have some advice for what my settings for Distant Land should be in order to get MGSO to run better with Morrowind Rebirth.
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Kate Norris
 
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