[REL] Morrowind Rebirth 1.6

Post » Thu May 03, 2012 3:28 pm

Morrowind Rebirth 1.6 B

Old Thread: http://www.gamesas.com/topic/1323171-relz-morrowind-rebirth-15/page__fromsearch__1

For previous changes:

Spoiler
General

* Removed shields from Hlaalu Sharpshooters.
* You will now need a muckshovel to "harvest" muck.
* You will now need a minerspick to get glass, ebony & adamantium.
* You will now need Hospitality Papers to receive any services in Sadrith Mora from the Telvanni
* Some special characters are now much stronger that vanilla Morrowind, like they should have been.
* Cliffracers, mudcrabs, rats & other small annoying creatures won't attack unless you do anything to them
(blighted/diseased excluded). I've also modified some creatures like Ogrims to be much stronger, bigger, have more
health but to be far slower than in the vanilla game. I've also made the rats smaller.
* Just like in the "Expansion Integration", you will now encounter Dwemer Archers in Vvardenfell's ruins. Also:
Some of the vanilla Dark Brotherhood members now wear the Dark Brotherhood armor-set.
* Imperial Archers now wear imperial chain boots & imperial chain gauntless.
* Imperial Studded Leather/Imperial Silver Cuirass/Imperial Newtscale Cuirass /Imperial Dragonscale Cuirass now counts as an Legion Uniforms'.
* Gave the Imperial Guards in Gnisis Imperial Broadswords instead of Imperial shortswords. This due to thier low skill in using shortswords.
* Now there's a chance of snow in the Hirstaang Forest (20% chance).
* You will now encounter Frost Atronachs' in Solstheim & Durzogs' in the West Gash.
* Guild chest added to Caldera Mages Guild.
* You will now be able to "hit" ghosts using Adamantium Weapons.
* Added missing attacksound to Ascended Sleepers.
* Guild cheasts will respawn monthly (It used to be 3 months)
* New weapon lengths' for ALL the weapons found in Morrowind, includes the new ones too. Also changes weapon speed to match the material, still WIP.
* Some silver weapons weren't properly marked as silver weapons in the cs, this is now fixed.
* New Imperial Travel Agents that will take you to various destinations around the Island.
* Shops & some other places will close nighttime between 8 pm – 8 am.
* Skaal Guards' will now wear Nordic Shields.
* Helseth's Royal Guards will now wear a matching Royal Shield
* Draugr now counts as undead, not as creatures. Thanks to Midgetalien for this find!
* Reworked some item level lists so it won't be as easy to get hold of dwemer, ebony, glass & deadric items/armor/weapons.
* Guards will no longer carry a stock of 100 arrows. I've limited it up to 20 arrows, then they will have to use thier second set of equipment.
* Hundreds of doors, chests, desks etc have been locked in order to make it harder for the player to gain access to valuable items.
* Redoran Guards (female), will now greet you properly.
* Lowered the chance to find pearls to 20 % (used to be 50 %).
* Player made potions are now 50 % less valueable.
* You'll now take damage if standing in a fire or really close to it.
* Redoran Guards now wear a Redoran Shield & Katana. (Xeth-Ban who initially came up with this)
* Encounter the fearsome lich in Vvardenfells' Tombs.
* Fixed pathgrids & ownerships.
* Hlaalu, Telvanni and Redoran sharpshooters are now equipped with the traditional bonemold longbow and bonemold arrows.
* Elemental shields (magic) are supposed to deal damage to creatures that hit you in melee combat, now they do.
* Summons costs have been reworked to make some sense in regards of they cost vs "what you get" On another note you will no longer be able to aquire high level gear through summons, they do still carry a few minor items/ingredients though.
* Volendrung had the same stats as a regular Dwemer warhammer, now it's a bit more expensive (3000 instead of 600) and offer a small boost to damage (10 + chop/slash and durability.
* Ebony/Daedric Towershields are now both heavier (5 ibs) and have a slightly higer AR (+5) then their regualar counterparts.(from wakim)
* Dwemer Armor/Weapons* are now more powerful (40 AR instead of 20),expensive* and have a higher durability, just like it was supposed to be. (Sure they're old and all that, but according to the uesp wiki: Dwemer armor are highly sought after for their resistance to corrosion, unmatched craftsmanship and their ability to keep an edge). Besides there weren't any type of mid-level armor between the "Duke's Guard Silver Cuirass" (20 AR) and the "Ebony Cuirass" (60 AR), which to me seemed kinda strange, now there is!
* Goblin clubs, swords and shields have been reduced in value, this was highly unbalanced in vanilla, making it too easy to earn lots of gold. The diffrent pieces of goblin armor/weapons have also had a slight tweak in weight to match (since I assume they're made of fairly the same type of material)
* Adamantium armor pieces are now more durable and the prices have been reworked to match the armor piece (for example the Adamatium helmet have AR 70, while boots have 40. Still the boots are a 1000 gold pieces more expensive, not very likely right? Anyhow, not a huge change.
* I've been renaming the potions for this version. They never stacked they way I wanted (same case with many others), it's now way easier to find that specific potion in the heat of battle! (This idea is pretty much the same as BTB had in his BTB's game improvements, for those who know)

- Common potions: Potion of/Name/Quality,
Example:(Potion of Light:Bargain)

- Restore/Fortify Potions: "Restore|Fortify/Name/Quality,
Example:(Restore Fatigue:Bargain, Fortify Health:Bargain)

- Resistance Potions: Name/Quality,
Example:(Fire Resistance:Bargain)
* Loads of small issues fixed, both for the mod and the game itself.


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

* 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 95 %
* Bitter Coast 50 % done.
* West Gash 80 % done.
* Other Areas 15 % done.


Reworked cities & locations

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


New Creatures

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

+ New NPC encounter: Dagoth's Chosen.


New Armor

* Face Of Kagrenac & Daedric Face of Wisdom + matching armor sets spread across Vvardenfell
* Black Glass, including one regular shield, one towershield and a fullhelmet.
* Morag Tong Armor
* Golden Saint Armor
* Templar Shield
* Adamantium Towershield
* Adamantium Round Shield
* Skull shields (worn by Skeletons)
* Imperial Captains' Helmet
* Wolfbane (Shield)
* Ward Of The North (Shield)
* Helseth Guard Shield
* Wooden Shield
* House Dagoth Armor


New Weapons

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

New Misc Items

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


New Ingredients

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


Alchemy

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


New Books

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


New Music

MR_Rebirth - Black Mountain
MW_Rebirth - Atronach Battle
MW_Rebirth - Futile Retreat
MW_Rebirth - Into The Cave
MW_Rebirth - Molag Amur
MW_Rebirth - No Fear
MW_Rebirth - Back To Vvardenfell
MW_Rebirth - Balmora Sunrise
MW_Rebirth - Levitating In Vivec
MW_Rebirth - Lost In The Wild
MW_Rebirth - Outskirts Of Maar Gan
MW_Rebirth - Shopping In Aldruhn
MW_Rebirth - The Lone Guar
MW_Rebirth - Uncharted Lands
MW_Rebirth - Lightflooded Fields
MW Rebirth - A Tale's End
MW Rebirth - Beyond The Hills

+ 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)
* Running will now drain 0.5 points less each second while running.
* Players runspeed will also be a bit faster at lvl 1.(I'm still thinking of tweaking the MAXspeed too, so that players won't be able to run around like sonic at really high levels, it does look a bit odd.
* Enchanted items recharge 50 % slower.
* NPC's magica-pool will be a big larger so they actually will be able to throw the high level spells in their spell-list.


Others

* New deskop icon for Rebirth


I'm finally done with the new update for Morrowind Rebirth! This one will include a LOT more changes than the previous patches. To name a few you will no longer be able to enhance items with sanctuary, levitate or chameleon. Dwemer constructs are now resistant to disease, poison, paralyze but are due to the steam tech very vulnerable to frost damage/spells.The biggest change in this patch will be the overhaul for the West Gash. I've put a lot of time and effort to make it look awesome. Basicly this overhaul will remove seams, floaters, fix missaligned objects like trees/rocks & flowers and overall make the landscape textures fit togheter (like rocky textures in mountainous areas, a roadsystem that's actually connected and not broken up by seams and that type of stuff. You'll have to see for yourself.

Of course this update will also include a number of bugfixes.

* Removed the floating tower outside Vivec.
* Added a missing soundfile for the Swamp-Troll.
* Removed Greaves of Morian Zenas due to a missing texture.
* Moved/relocated a few merchants due to dialouge error.
* Corrected a few floaters near Vivec, Pelagiad & Seyda Neen.
* Hashar, seller in Gnisis had Seller gold set to 0.
* Improved pathgrids in Ebonheart.
* Added a pair of shoes to Ardarume, vendor in Balmora.
+ a lot more.

More detailed info below:

General

* Fixes a number of issues like the missplaced velothi tower outside Vivec, missing soundfiles for the swamp troll, a bunch of floaters and other small misstakes.
* Added a negative enhancement when using the Dagoth armor set. Each piece gives - 5 in personality. I would like to add a script making guards attack you when using it, but it's sadly out of my scope.
* You will no longer be able to run with lightning-speed at higher levels. You will be able to run pretty fast, but not close to vanilla.
* New enchatments for Kagrenac's Helmet and Morian Zenas Helmet.
* You are no longer able to enchant items, armor & weapons with Chameleon, Invisibility & Sanctuary. Overpowered enhancements that make the game to easy, simple as that.
* Found it kinda strange that you could posion dwemer constructs, paralyze them or even make them catch a disease? Well no longer. They're now immune to these effects. But due to the steam technology they're vulnerable against frost spells.
- Immune to shock
- Immune to poison
- Immune to paralyze
- Immune to disease
- Weakness to frost 60 %

Landscapes/Locations

Exterior Changes:
* Removed floaters, missaligned stuff and texture seams all over the gameworld, but mainly around West Gash & Ascadian Isles.
* I've tried to make the area around Seyda Neen more swampy with more trees', mushrooms & fern.
* Further progress with the Gnaar Mok rebuild (still WIP, I hope to have something ready for 1.7)
* Some small changes in Suran, Balmora, Gnisis, Caldera & Ebonheart. Mainly fixing floaters, broken pathgrids and such.

Interior changes:
* New store (alchemist) in Pelagiad.
* New warehouse in Buckmoth Legion Fort.
* Reworked the Morag Tong HQ in Balmora.
* New "luxurious" bedroom for duke Vedam Dren + some changes in the Grand Coucil Hall.
* South Wall Cornerclub is now actually worth a visit and it looks like a real theives guild hideout.
+ A bunch of other additions & improvements.

New Armor & Weapon

* Thieves Guild Armor.
* Silver Bow.

Graphical

* New model & texture for the muffin.
* New texture for Roobrush & Chokeweed.
* New model for the Draugr Berserk

http://www.moddb.com/mods/morrowind-rebirth/images/my-axe-is-sharp-and-bloody
http://www.moddb.com/mods/morrowind-rebirth/images/roobrush-chokeweed
http://www.moddb.com/mods/morrowind-rebirth/images/soup-muffin

More to come here later on..

New Books

* Foring a heavy duty blade
* Blacksmithing Tools
* Sword Components

http://www.moddb.com/mods/morrowind-rebirth/images/new-books-in-16

Music

* The Highlands, a new explorer track by Rich Douglas.

http://www.moddb.com/mods/morrowind-rebirth/videos/mw-rebirth-the-highlands

Others

* There's a new folder included in 1.6 (New visual enhancements). This will contain several things that will improve Morrowind graphics in different ways, but mainly fixing broken vanilla meshes. You don't need these enhancements to run Morrowind Rebirth, they're opinial.

Download

* http://www.moddb.com/mods/morrowind-rebirth/downloads
* http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9098
User avatar
Isabella X
 
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Joined: Sat Dec 02, 2006 3:44 am

Post » Thu May 03, 2012 8:33 am

A new version has a rebirth for your mod. :whistling: Thanks for the update Trancemaster! :celebration:
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Nauty
 
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Joined: Wed Jan 24, 2007 6:58 pm

Post » Thu May 03, 2012 1:31 pm

A new version has a rebirth for your mod. :whistling: Thanks for the update Trancemaster! :celebration:

Indeed and you're welcome! :P
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Grace Francis
 
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Joined: Wed Jul 19, 2006 2:51 pm

Post » Thu May 03, 2012 8:53 pm

Noticed that I had a missing texture.. I'm uploading an update now.

Link up, check the OP!
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Trevor Bostwick
 
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Joined: Tue Sep 25, 2007 10:51 am

Post » Thu May 03, 2012 2:57 pm

Oh boy here we go again. You forgot the travel service of the condolier. :tongue:

I was just checking the missing mesh which was included so I haven't played much. :smile:
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Siidney
 
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Post » Thu May 03, 2012 4:31 pm

Oh boy here we go again. You forgot the travel service of the condolier. :tongue:

I was just checking the missing mesh which was included so I haven't played much. :smile:

Oh lols.. yeah I kinda forgot about that! But hell I have to rebuilt the bridge further up the river first to make it realistic, I put the blame on that :P
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Cat Haines
 
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Post » Thu May 03, 2012 9:19 am

I would love to see a compatability mod for vurt's animated grass.
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laila hassan
 
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Post » Thu May 03, 2012 8:06 am

I would love to see a compatability mod for vurt's animated grass.

Yeah me too. I will try to figure it out sometime in the near future. Thanks for the suggestion :)
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El Goose
 
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Post » Thu May 03, 2012 1:45 pm

So I've been a bit lazy in trying to figure out how I did grass for my compatibility patches, but the conversation of it starts in http://www.gamesas.com/topic/1194953-taking-mod-compatibility-requests/page__view__findpost__p__17929481 The tool to use to generate grass is called MW Mesh Generator up on http://tes.nexusmods.com/downloads/file.php?id=23065. That tool uses an ini to place the grasses, and basically from my quick read though that thread, you'll need to id the land textures where your buildings are so you can tell the tool NOT to place grass on this texture(s). With this size of your mod, that ini will probably be really long though, so this doesn't seem like something to do in one sitting unless you're really patient.

EDIT: the part of the ini that deals with keeping grass of certain textures is sban0=
As an example, in Ebonheart I didn't want grass on the cobblestone texture, the coastal rocks (basically the water edge) or the dirt road so I had listed those as such:

sBan0=GL_Dirtroad
sBan0=AI_Grass_Cobbles
sBan0=Rock_Coastal
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Harry-James Payne
 
Posts: 3464
Joined: Wed May 09, 2007 6:58 am

Post » Thu May 03, 2012 5:51 pm

So I've been a bit lazy in trying to figure out how I did grass for my compatibility patches, but the conversation of it starts in http://www.gamesas.com/topic/1194953-taking-mod-compatibility-requests/page__view__findpost__p__17929481 The tool to use to generate grass is called MW Mesh Generator up on http://tes.nexusmods.com/downloads/file.php?id=23065. That tool uses an ini to place the grasses, and basically from my quick read though that thread, you'll need to id the land textures where your buildings are so you can tell the tool NOT to place grass on this texture(s). With this size of your mod, that ini will probably be really long though, so this doesn't seem like something to do in one sitting unless you're really patient.

EDIT: the part of the ini that deals with keeping grass of certain textures is sban0=
As an example, in Ebonheart I didn't want grass on the cobblestone texture, the coastal rocks (basically the water edge) or the dirt road so I had listed those as such:

sBan0=GL_Dirtroad
sBan0=AI_Grass_Cobbles
sBan0=Rock_Coastal

Oh that was nice of you, thanks!

Will have to check that out more closely when I've got time :)
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cosmo valerga
 
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Post » Thu May 03, 2012 10:10 am

looking good! Must add this to my next game :D
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Frank Firefly
 
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Post » Thu May 03, 2012 5:53 pm

I think this is MR1.6. Both Vivec & Hla Oad shipmasters are not disembarking at Ebonheart docks but inland in the grasslands South of Ebonheart.

Ghostgate, additions.
Urzog gro-Shamub from his position & surroundings looks as though he should be a Miscellany Trader, but has no Barter setting.
Of your 2 added shrines, the one on the left (facing Ghostgate) has only one decorated face & no Shrine label.

jc
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Sammygirl500
 
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Post » Thu May 03, 2012 8:05 pm

I think this is MR1.6. Both Vivec & Hla Oad shipmasters are not disembarking at Ebonheart docks but inland in the grasslands South of Ebonheart.

Ghostgate, additions.
Urzog gro-Shamub from his position & surroundings looks as though he should be a Miscellany Trader, but has no Barter setting.
Of your 2 added shrines, the one on the left (facing Ghostgate) has only one decorated face & no Shrine label.

jc

Cool, fixed!
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Queen of Spades
 
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Post » Thu May 03, 2012 5:35 pm

Feedback, bring it on!
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Chavala
 
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Post » Thu May 03, 2012 10:09 am

Feedback, bring it on!
Sure ... from the first I've seen this mod and the months I've checked in - I've no idea what you are tackling in detail.

As in what balance changes and why.

What would help is a more comprehensive readme about what has been altered.

Also a running list of he kinds of mods that will conflict.
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Antony Holdsworth
 
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Post » Thu May 03, 2012 3:26 pm

Psymon:
any city expansion type mods (such as Balmora Expanded) will conflict with this if they are cities he's edited (which are quite a few).

NoM also causes some landscape seams last I saw (I haven't checked the newest versions with NoM though so that may have been fixed).

BTB's game improvements (and Wakim's improvements too) will conflict on several settings, load order will determine which one wins.

For now, the grass mod from Vurt won't be perfect either, but trance is slowly looking into the grass stuff.

Those are the biggest potential conflicts I am aware of.
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Anna Krzyzanowska
 
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Post » Thu May 03, 2012 8:11 pm

Also a running list of he kinds of mods that will conflict.
In an earlier version I post some reports about mod conflicts to Trancemaster and you can read this special report from http://www.gamesas.com/topic/1243297-relz-morrowind-rebirth-13/page__view__findpost__p__18965539 to the end of the thread. So basically everything that change Balmora, Ebonheart, Seyda Neen is in indirect or direct conflict with Morrowind Rebirth and as you can see some conflicts can be solved by changing your loadorder but not everyone. I haven't played that much and I don't know what more mod conflicts there is in Morrowind Rebirth, but MSGO :unsure: , http://www.gamesas.com/topic/1201886-relz-poorly-placed-object-fix-v10/page__view__findpost__p__17908109 and probably anything else that edit same cells that Morrowind Rebirth is adding stuff. However it is compatible with Tamriel Rebuilt unless Trancemaster have changed that.
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Danii Brown
 
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Post » Thu May 03, 2012 7:04 pm

I hope this is something strange that occurred in my updating MR1.5 to MR1.6 within an existing game:

but, Pelagiad's Mages Guild looks pretty strange with no roof or walls! just floating door, windows, chimney & swaying sign!

As I said probably my game, but might just be worth checking; mostly because I can't think of how updating could just do
that.
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Kelly John
 
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Post » Thu May 03, 2012 12:45 pm

Sure ... from the first I've seen this mod and the months I've checked in - I've no idea what you are tackling in detail.

As in what balance changes and why.

What would help is a more comprehensive readme about what has been altered.

Also a running list of he kinds of mods that will conflict.

Well there's a pretty nice list over at PES, check it: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9098

As for conflicts, yes there will be a LOT of them. I always recommend a new installment of Morrowind with Rebirth only. If there's any specific mods you want to use along with it, please share this and I will tell you what will work or not.

Psymon:
any city expansion type mods (such as Balmora Expanded) will conflict with this if they are cities he's edited (which are quite a few).

NoM also causes some landscape seams last I saw (I haven't checked the newest versions with NoM though so that may have been fixed).

BTB's game improvements (and Wakim's improvements too) will conflict on several settings, load order will determine which one wins.

For now, the grass mod from Vurt won't be perfect either, but trance is slowly looking into the grass stuff.

Those are the biggest potential conflicts I am aware of.

Yes you are correct. There's a lot of cities and landscapes that has been edited. If I made a list what will work or not, this list would go to the moon and back. Well not really but I didn't have other mods in mind when I started this project.

I hope this is something strange that occurred in my updating MR1.5 to MR1.6 within an existing game:

but, Pelagiad's Mages Guild looks pretty strange with no roof or walls! just floating door, windows, chimney & swaying sign!

As I said probably my game, but might just be worth checking; mostly because I can't think of how updating could just do
that.

No idea why you're having those issues. It's not present in my game. Try a new game and re-run distant land.

In an earlier version I post some reports about mod conflicts to Trancemaster and you can read this special report from http://www.gamesas.com/topic/1243297-relz-morrowind-rebirth-13/page__view__findpost__p__18965539 to the end of the thread. So basically everything that change Balmora, Ebonheart, Seyda Neen is in indirect or direct conflict with Morrowind Rebirth and as you can see some conflicts can be solved by changing your loadorder but not everyone. I haven't played that much and I don't know what more mod conflicts there is in Morrowind Rebirth, but MSGO :unsure: , http://www.gamesas.com/topic/1201886-relz-poorly-placed-object-fix-v10/page__view__findpost__p__17908109 and probably anything else that edit same cells that Morrowind Rebirth is adding stuff. However it is compatible with Tamriel Rebuilt unless Trancemaster have changed that.

You can add Suran, Dren Plantation, Gnaar Mok, Caldera, Ald-Velothi, Dagon Fel, Sadith Mora and Pelagiad to that list. Actually I have quite a few members reporting that it works well with MSGO, but it will require a bit of tweaking. I don't know the steps myself as I don't use MGSO but I'd share if if I knew. Anyone with more insight is welcome to add to that subject. And yes it's compatible with TR :)
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maddison
 
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Post » Thu May 03, 2012 11:46 am

Thanks guys http://www.gamesas.com/topic/1193089-list-compatibility-list-of-morrowind-infrastructure-mods/ - I was referring more to game play mods and incompatibilities there. Those are the easy one's to spot. I already knew Trancemaster wanted to tackle most settlements. Should have been more clear.

Specifically I'm curious about other balance mods as I'm pretty sure this didn't cover all aspects of game play, so I needed to know what aspects.

I downloaded from ModDB and didn't even see the PES link, so missed that which is as comprehensive as I've seen.
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sharon
 
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Post » Thu May 03, 2012 8:32 am

Well there's a pretty nice list over at PES, check it: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9098

Yes you are correct. There's a lot of cities and landscapes that has been edited. If I made a list what will work or not, this list would go to the moon and back. Well not really but I didn't have other mods in mind when I started this project.
Good to know about such mod list. Don't forget my issue about the lost http://www.gamesas.com/topic/1243297-relz-morrowind-rebirth-13/page__view__findpost__p__18966117, which will happen if you later change the loadorder in your game.

Actually I have quite a few members reporting that it works well with MSGO, but it will require a bit of tweaking.
I didn't know that and thanks man. :smile:
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Music Show
 
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Post » Thu May 03, 2012 8:45 am

Thanks guys http://www.gamesas.com/topic/1193089-list-compatibility-list-of-morrowind-infrastructure-mods/ - I was referring more to game play mods and incompatibilities there. Those are the easy one's to spot. I already knew Trancemaster wanted to tackle most settlements. Should have been more clear.

Specifically I'm curious about other balance mods as I'm pretty sure this didn't cover all aspects of game play, so I needed to know what aspects.

I downloaded from ModDB and didn't even see the PES link, so missed that which is as comprehensive as I've seen.

Well it will work with btb's changes/wakim's game improvements etc, if you prefer to use them. It's just a matter of loadorder :smile:

Good to know about such mod list. Don't forget my issue about the lost http://www.gamesas.com/topic/1243297-relz-morrowind-rebirth-13/page__view__findpost__p__18966117, which will happen if you later change the loadorder in your game.


I didn't know that and thanks man. :smile:

I haven't forgotten mate, I'll take a look at it soon :smile:
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ImmaTakeYour
 
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Post » Thu May 03, 2012 3:13 pm

So I've been thinking about some changes for the next version, like or dislike?

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

* Raised the required soul value to create constant effect enchantment from 400 to 500 (Harder to create god-like weapons/armor)

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

* 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.

* New creature variations, for example wolf cubs, bear cubs, young guars etc.

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

* Better & larger sewer system in Balmora

* Daedric gate system (Uncertain cause I think a lot of people won't like the idea)
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sw1ss
 
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Post » Thu May 03, 2012 4:25 pm

So I've been thinking about some changes for the next version, like or dislike?


* Daedric gate system (Uncertain cause I think a lot of people won't like the idea)

What about a Daedric gate system from inside a few Daedric shrines? Perhaps restricted to the ones with the named/activator Statues?

jc
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Kortniie Dumont
 
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Post » Thu May 03, 2012 10:42 am

What about a Daedric gate system from inside a few Daedric shrines? Perhaps restricted to the ones with the named/activator Statues?

jc

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?
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Abel Vazquez
 
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