[REL] Morrowind Rebirth 1.6

Post » Thu May 03, 2012 1:18 pm

(I had to use internet explorer to download Taddeus' On the Rocks, Firefox wouldn't let me)
Just right click on the link and save as... :twirl:

Have you tried to exclude Morrowind Rebirth from the distant land wizard in MGE? If so does it helps or what happen if you don't have errors?

Don't you worry he'll be around in a day or two and if he cannot answer your question, then I suggest that you ask Kingpix about getting this to work with distant land in MGE. :smile:
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carla
 
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Post » Thu May 03, 2012 6:48 pm

I can't seem, for the life of me, to understand what would be causing this problem. I used the two in conjunction awhile back and had no major problems...Trancemaster will be able to help you soon hopefully.
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Sammie LM
 
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Post » Thu May 03, 2012 11:52 am

At present I'm trying out what Leonardo suggested, so I hope that it works. If it does Leonardo is entitled to a big hug, or a manly handshake depending on his preference.
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J.P loves
 
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Post » Thu May 03, 2012 5:40 pm

Ah, just do this:

*Ravenius cyber-hugs Leonardo for all the help so far* (no homo)

Now, don't you feel better?
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Gen Daley
 
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Post » Thu May 03, 2012 12:33 pm

Pause.

Boondocks reference? Lol

You know when I install Morrowind Rebirth on top of MGSO it asks me to overwrite some files. I assumed I should say yes, but maybe that's whats causing the conflict?

I also realized that the tree branches, or rocks disappearing as I got closer to them only happens when they begin to touch the edges of my screen. If I turn to look directly at the disappearing rock/tree they will reappear. Could this be an issue with my FOV? With MGSO the mod sets the FOV to 90, and it also allows me to run the game at 1920 x 1080 resolution. Could this also be causing problems?

Edit: An example of one of the things it asks me to overwrite is "Meshs\f\flora_bc_tree_01.nif" It seems like if the mods are overwriting one another's trees then that could very well lead to issues with tree branches disappearing and what not, right? I'm not a very experienced modder so I could be totally wrong, but it's a thought.
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Eilidh Brian
 
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Post » Thu May 03, 2012 5:06 pm

No bother at all my friend! Here's what I would try, I would try an install without overwriting any meshes or such. Then fire up your game. If it works right, good. If not, then hell. I'm more of the type who tests conflicts rather than trying the complicated crap. Thing is, when something disappears on the edge of your screen, you can look straight at it and see it fine. This is because your fov is like a box so the edges of your screen can "see further". Resolution wouldn't bother any of this and fov is just a matter of taste and doesn't mess with meshes or such either. So the only thing I can tell you is to try it without overwriting any files. If it works then you've found a solution many people want! Best of luck with this test!
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Talitha Kukk
 
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Post » Thu May 03, 2012 9:22 pm

I'm back and pleased to report that I've at last gotten Morrowind Rebirth and MGSO to work together in tandem, free of the problems that I was experiencing earlier!

I believe that in my first attempt at installing Morrowind Rebirth I did everything correctly, but since it wasn't a clean MGSO and Morrowind install I was having issues. In all of my subsequent attempts to install Morrowind Rebirth I was telling MGSO to do 'No Grass' during MGSO's installation. As a result, I forgot to open up the Distant Land generator to check the box for Morrowind Rebirth.esm and regenerate distant land after I installed Morrowind Rebirth, something I was forgetting to do because of not having to disable the grass after installing MGSO.How embarrassing!

Once I got the mods working I sold everything my new character could and went on a fast travel tour of the Eastern portions of Vvardenfell, and everything appears to be working 100% correctly now. The only issue I discovered was some floating grass at the Fort Frostmoth docks (which is odd because I disabled Slostheim grass in the MGSO install as well as Vvardenfell grass) but I wandered around Slostheim just to be sure and the floating grass seems limited to only one or two patches as the Frostmoth docks, and nowhere else on the island. This may even be an MGSO issue and have nothing to do with Morrowind Rebirth, but it's not a big deal either way

Thanks for the assistance and putting up with my noobishness guys, And I think Leonardo earned his big hug by reminding me that I could include or exclude Morrowind Rebirth in the Distant land generator. I also think that Morrowind Rebirth has earned my endorsemant, just from what little I've been able to see so far and I'll definitely be watching for the newer releases as well.
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Claire Lynham
 
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Post » Thu May 03, 2012 6:42 pm

WOOT!!! :banana: Happy rebirth my friend!
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james kite
 
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Post » Thu May 03, 2012 7:16 pm

Thank you both for your kind words! I'm also glad that it finally worked out for you Ravenius!! :D
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Sandeep Khatkar
 
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Post » Thu May 03, 2012 8:46 am

AHH!!! I just realized something...your sig, Trancemaster. It's...outdated! Good thing the mod isn't! :P
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Ryan Lutz
 
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Post » Thu May 03, 2012 12:12 pm

I also realized that the tree branches, or rocks disappearing as I got closer to them only happens when they begin to touch the edges of my screen. If I turn to look directly at the disappearing rock/tree they will reappear. Could this be an issue with my FOV? With MGSO the mod sets the FOV to 90, and it also allows me to run the game at 1920 x 1080 resolution. Could this also be causing problems?
Yes it would cause your problem, but you can change that in MGEgui (Render State tab) and perhaps your setting for 90 is a little to high because AFAIK I don't have any problem with 75. :smile:

That's nothing to talk about and I'm glad that I could give you some advice about your problem. :sweat:
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GabiiE Liiziiouz
 
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Post » Thu May 03, 2012 6:26 pm

AHH!!! I just realized something...your sig, Trancemaster. It's...outdated! Good thing the mod isn't! :tongue:

Indeed it is... the mod is too, 1.8 in the works! :P
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Pete Schmitzer
 
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Post » Thu May 03, 2012 1:24 pm

does Rebirth add travelling merchants? if not, maybe it could in the future? how about incorporating Aldruhn Temple Expansion?
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Sarah Unwin
 
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Post » Thu May 03, 2012 3:11 pm

As far as I can tell so far, Morrowind Rebirth significantly revamps Seyda Neen, Caldera, Balmora, and Suran by making the cities larger, more interesting. Vivec has had a little bit of adding on done around the Silt Strider and boat docks, as well as at the entrance to the city self, and Ald Ruhn has had very minor changes - a full circuit of walls that would actually have defensive value, taller walls, and a gate on the front of the city between its two watch towers.

I'm under the impression that the author is 'working his way up' Vvardefell, and has already improved the South/Eastern parts, and perhaps in the next version we'll see an expanded Ald Ruhn, and hopefully in the future we'll see a bigger Dagon Fel, Ald Velothi, etc.
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Kirsty Collins
 
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Post » Thu May 03, 2012 3:47 pm

does Rebirth add travelling merchants? if not, maybe it could in the future? how about incorporating Aldruhn Temple Expansion?

It doesn't add travelling merchants as of now, but that might change! Im not sure about the temple expansion. While it fits very well lorewise etc I really like to do the landscaping effort myself :)

As far as I can tell so far, Morrowind Rebirth significantly revamps Seyda Neen, Caldera, Balmora, and Suran by making the cities larger, more interesting. Vivec has had a little bit of adding on done around the Silt Strider and boat docks, as well as at the entrance to the city self, and Ald Ruhn has had very minor changes - a full circuit of walls that would actually have defensive value, taller walls, and a gate on the front of the city between its two watch towers.

I'm under the impression that the author is 'working his way up' Vvardefell, and has already improved the South/Eastern parts, and perhaps in the next version we'll see an expanded Ald Ruhn, and hopefully in the future we'll see a bigger Dagon Fel, Ald Velothi, etc.

You can add Gnisis, Dren Plantation and Ebonheart. To be honest I've done quite many changes in Dagon Fel and Ald Velothi. Check the CS and you'll notice! ;)
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Chantel Hopkin
 
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Post » Thu May 03, 2012 8:29 pm

Ah. I briefly saw Dagon Fel during my 'whirlwind tour' of Vvardenfell once I had successfully installed the mod, but I guess I wasn't familiar enough with the village to notice the changes. I'll have to look harder next time, and see what you've done with Ald Velothi!
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Justin Hankins
 
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Post » Thu May 03, 2012 12:02 pm

Yeah, I loved those little accents in game.
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Katey Meyer
 
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Post » Thu May 03, 2012 7:56 am

It doesn't add travelling merchants as of now, but that might change! Im not sure about the temple expansion. While it fits very well lorewise etc I really like to do the landscaping effort myself :smile:
I wish some contents from http://www.gamesas.com/topic/1104873-relz-morrowind-comes-alive/ was included in Morrowind Rebirth especially the road bandits and the outcast ashlanders you'll encounter in Ashlands. Perhaps later then if you can get Neoptolemus permission. :biggrin:

You can add Gnisis, Dren Plantation and Ebonheart. To be honest I've done quite many changes in Dagon Fel and Ald Velothi. Check the CS and you'll notice! :wink:
Have you change anything in Khuul? If so what's changed, but it hasn't changed perhaps add a barrack between Thongar's Tradehouse and the docks where you can take a boat to Frostmouth on Solstheim. :smile:
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DarkGypsy
 
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Post » Thu May 03, 2012 8:25 pm

This is a content question rather than a bug fix, but while cruising around Balmora I noticed 'Balyn Omavel' wandering around on the eastern part of the city, and he's wearing that cool new Morag Tong armor that Morrowind Rebirth added. Then later when I visited the South Wall cornerclub I noticed the new Thieves Guild armor.

So, I was wondering if there's any way to acquire these armors short of killing someone for them? As far as I can tell no one in the South Wall Cornerclub sells the Thief armor, but Habasi won't trade with me yet so maybe she sells it. If there aren't members anywhere who sell these pieces, it might be a neat idea if you could edit the game so that you're given parts of the armor set each time you advance in rank, sort of like with the Imperial Legion awarding you Imperial Steel so that by the end up Fort Darius' quests you have an (almost) full set.

Edit: It also seems as though all of the new taverns that have been added to Morrowind Rebirth have an innkeeper who mentions 'beds' in his greeting and has a topic for it, but when asked he says something like 'I don't like you staying here. Get out.'

So far this is happened at the Red Lantern in Seyda Neen and Demmys' Den next to the Vivec Silt Strider. I was wondering if there was a problem with adding new NPCs who offered beds, or if there were any plans in the future to have these inn keepers actually offer lodgings. Obviously it's a great roleplaying tool to be able to buy a room at an inn if you're going to be staying in town for awhile.
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Dragonz Dancer
 
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Post » Thu May 03, 2012 5:36 pm

I wish some contents from http://www.gamesas.com/topic/1104873-relz-morrowind-comes-alive/ was included in Morrowind Rebirth especially the road bandits and the outcast ashlanders you'll encounter in Ashlands. Perhaps later then if you can get Neoptolemus permission. :biggrin:


Have you change anything in Khuul? If so what's changed, but it hasn't changed perhaps add a barrack between Thongar's Tradehouse and the docks where you can take a boat to Frostmouth on Solstheim. :smile:

I will add new npc encounters in the next version, so don't worry!

No nothing special has changed in Khuul, but the landscape around Khuul has been altered.
This is a content question rather than a bug fix, but while cruising around Balmora I noticed 'Balyn Omavel' wandering around on the eastern part of the city, and he's wearing that cool new Morag Tong armor that Morrowind Rebirth added. Then later when I visited the South Wall cornerclub I noticed the new Thieves Guild armor.

So, I was wondering if there's any way to acquire these armors short of killing someone for them? As far as I can tell no one in the South Wall Cornerclub sells the Thief armor, but Habasi won't trade with me yet so maybe she sells it. If there aren't members anywhere who sell these pieces, it might be a neat idea if you could edit the game so that you're given parts of the armor set each time you advance in rank, sort of like with the Imperial Legion awarding you Imperial Steel so that by the end up Fort Darius' quests you have an (almost) full set.

Edit: It also seems as though all of the new taverns that have been added to Morrowind Rebirth have an innkeeper who mentions 'beds' in his greeting and has a topic for it, but when asked he says something like 'I don't like you staying here. Get out.'

So far this is happened at the Red Lantern in Seyda Neen and Demmys' Den next to the Vivec Silt Strider. I was wondering if there was a problem with adding new NPCs who offered beds, or if there were any plans in the future to have these inn keepers actually offer lodgings. Obviously it's a great roleplaying tool to be able to buy a room at an inn if you're going to be staying in town for awhile.

I will add a few sets around the game world for 1.8, no problem :D

Yah I know it's kinda annyoing with those Innkeepers telling you to bug off. Tbh I forgot to fix this waaay back, bad memory I guess.. thanks for telling me again.
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Melung Chan
 
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Post » Thu May 03, 2012 8:31 am

Would it be possible to the Morag Tong and Thieves Guild to one or two vendors in each of those respective factions?

That would be better than having to 'find' the stuff. It seems like virtually every Morag Tong and Thieves Guild member wears these armors now, so you'd feel a bit out of place without them as you rise through the ranks, I would think.
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Emilie Joseph
 
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Post » Thu May 03, 2012 10:27 pm

Would it be possible to the Morag Tong and Thieves Guild to one or two vendors in each of those respective factions?

That would be better than having to 'find' the stuff. It seems like virtually every Morag Tong and Thieves Guild member wears these armors now, so you'd feel a bit out of place without them as you rise through the ranks, I would think.

Sorry but I'm not very good at scripting.. It would be strange if anyone would be able to buy these armors. That's why I'm leaning towards adding the armors to the gameworld instead.
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Gavin boyce
 
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Post » Thu May 03, 2012 8:29 am

Why not ask for help on GHF and perhaps either Fligg or someone else can give you a helping hand with scripting. :whisper:
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Eddie Howe
 
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Post » Thu May 03, 2012 12:44 pm

Hey guys, I'm trying to figure something out right now with my game. Here is a screenshot of my current game, which uses only combination of MGSO and Morrowind Rebirth. http://img12.imageshack.us/img12/5140/mgescreenshot5d.jpg

See the buff in the lower right of the screen? I'm trying to figure out where that comes from. Apparently, when I create a new character this 'Perception' buff is a racial listed for each and every single race. Is this something that's been in Morrowind all along and I didn't notice? Or is this something that Morrowind Rebirth added? And if so, why? Is it required to compensate for some sort of increased difficulty?

Fortify Attack 20 points seems like a pretty big boost to get for nothing.
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Melly Angelic
 
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Post » Thu May 03, 2012 7:03 pm

Hey guys, I'm trying to figure something out right now with my game. Here is a screenshot of my current game, which uses only combination of MGSO and Morrowind Rebirth. http://img12.imageshack.us/img12/5140/mgescreenshot5d.jpg

See the buff in the lower right of the screen? I'm trying to figure out where that comes from. Apparently, when I create a new character this 'Perception' buff is a racial listed for each and every single race. Is this something that's been in Morrowind all along and I didn't notice? Or is this something that Morrowind Rebirth added? And if so, why? Is it required to compensate for some sort of increased difficulty?

Fortify Attack 20 points seems like a pretty big boost to get for nothing.

It comes with Rebirth. I added it due to the frustration of not hitting your enemy, even though you've been swinging your weapon for a while. You should know that this will cause all NPC's in the world to have the same advantage as you, thereby the game won't be easier.
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Manny(BAKE)
 
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