[RELz] Morrowind Rebirth 1.5

Post » Tue May 08, 2012 5:52 am

Morrowind Rebirth 1.5
Website: http://www.moddb.com/mods/morrowind-rebirth

1.6 BETA nr 2: http://www.4shared.com/rar/n1Zja5Y_/Morrowind_Rebirth_v_16.html


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


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

Although this doesn't sound like much.. it really is! I put a lot of work into this version and I think you will notice a rather large amount of new stuff, for the better I hope!

General

* The alchemist in Pelagiad has a fully stocked, unlocked shop but neither alchemist nor guard, this has been locked until further notice.
* Geel-Lah, a trader in Suran had 0 in seller gold, thus making it impossible to trade. This is now fixed.
* I forgot to add a few weapons to the leveled-lists, now they should now appear as intended.
* Restored "Orc Berserk" from drain 50 pt of agility for 60 sec to 100 pt of agility for 60 sec.
* Replaced faulty icon for scrap iron (Thanks Melchior!)
* Recolored Imperial Captain's helmet to match the Imperial armor.

Landscaping
* A large amount of fixes for terrain and other stuff like floaters, seams etc. Pretty much an ongoing project.

Reworked cities/locations
* Ebonheart (major changes)
* Ald Velothi (minor changes)
* Dagon Fel (minor changes)

New Weapons
* Dwemer dagger
* Imperial dagger

Known issues / Problems
* "This door is locked from the inside" - unfinished interiors - work in progress.
* Missing icon for the wooden shield & a few other unique weapons, I will fix this for the next version.
* Credits, inform me if you feel that you should have credit for anything. Kinda easy to forget in the modding-spree.
* Pathgrids, as always let me know if there's any major issues.

Screens
http://www.moddb.com/mods/morrowind-rebirth/images/na1324600156
http://planetelderscrolls.gamespy.com/fms/Image.php?id=106284
http://planetelderscrolls.gamespy.com/fms/Image.php?id=106282
http://planetelderscrolls.gamespy.com/fms/Image.php?id=106283
http://planetelderscrolls.gamespy.com/fms/Image.php?id=106285
http://planetelderscrolls.gamespy.com/fms/Image.php?id=106290
http://planetelderscrolls.gamespy.com/fms/Image.php?id=106287
http://planetelderscrolls.gamespy.com/fms/Image.php?id=106280
http://planetelderscrolls.gamespy.com/fms/Image.php?id=106292
http://planetelderscrolls.gamespy.com/fms/Image.php?id=106289
http://planetelderscrolls.gamespy.com/fms/Image.php?id=106291
http://planetelderscrolls.gamespy.com/fms/Image.php?id=106293

Download
Sendspace: http://www.sendspace.com/file/tadh83
PES: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9098
Moddb: http://www.moddb.com/mods/morrowind-rebirth/downloads
User avatar
Izzy Coleman
 
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Post » Tue May 08, 2012 5:28 am

Just in time for my planned Morrowind reinstall... thank you.
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Johnny
 
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Post » Tue May 08, 2012 10:30 am

Nice work bud :foodndrink:
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JAY
 
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Joined: Fri Sep 14, 2007 6:17 am

Post » Tue May 08, 2012 1:27 am

with this pace of yours you will have Morrowind Rebirth v3.0 before I even have a Beta ready :P Nice work trance!!
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Stefanny Cardona
 
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Post » Tue May 08, 2012 2:50 am

Just in time for my planned Morrowind reinstall... thank you.

Thanks for downloading! :smile:


Nice work bud :foodndrink:

Thanks mate, hope you like it!

with this pace of yours you will have Morrowind Rebirth v3.0 before I even have a Beta ready :tongue: Nice work trance!!

Haha ye I guess!

But thing is that you're more detailed, which takes more time.. and yours is still going to be better :tongue:

Anyhow thanks! :D
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~Sylvia~
 
Posts: 3474
Joined: Thu Dec 28, 2006 5:19 am

Post » Tue May 08, 2012 12:36 am

Haha ye I guess!

But thing is that you're more detailed, which takes more time.. and yours is still going to be better :tongue:

Anyhow thanks! :biggrin:

Thank you, however better is subjective to the scope and style, your scope is much larger, my style is very detailed, so we are all the best at something :)
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LuBiE LoU
 
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Post » Tue May 08, 2012 4:15 am

Thank you, however better is subjective to the scope and style, your scope is much larger, my style is very detailed, so we are all the best at something :smile:

Yeah I guess you're right! :P
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jaideep singh
 
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Post » Tue May 08, 2012 12:01 am

YAY, a Christmas present! In the process of reinstalling Morrowind with the new MGSO as well.
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George PUluse
 
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Post » Tue May 08, 2012 10:16 am

Wow you're making huge progresses here!
Great work, mate. :foodndrink:
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J.P loves
 
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Post » Tue May 08, 2012 12:46 pm

I remember when TM first showed up and everyone doubted him. Ah, I love the unexpected. Congrats, TM, on proving them all wrong! That was trancemaster, wasn't it? My memory isn't what it used to be. I'm probably wrong. :confused: Good job anyway.
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Catherine N
 
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Post » Tue May 08, 2012 1:16 pm

with this pace of yours you will have Morrowind Rebirth v3.0 before I even have a Beta ready :tongue: Nice work trance!!
and then there'll be 30-something rebirth threads. :P

merry christmas trance!
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Tai Scott
 
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Joined: Sat Jan 20, 2007 6:58 pm

Post » Tue May 08, 2012 8:43 am

YAY, a Christmas present! In the process of reinstalling Morrowind with the new MGSO as well.

Yeah hope you like it! Don't forget that you can't use grass-mods with MR!

Wow you're making huge progresses here!
Great work, mate. :foodndrink:

Thanks man, I guess I have. The changelog doesn't really justify the changes done by me. But then if it's for the good or the bad, that's not for me to decide :P

I remember when TM first showed up and everyone doubted him. Ah, I love the unexpected. Congrats, TM, on proving them all wrong! That was trancemaster, wasn't it? My memory isn't what it used to be. I'm probably wrong. :confused: Good job anyway.

First of all, thanks for the kind words! :)

Secondly I think ppl doubted the idea as a whole and wanted me to keep on making modular versions just as in my "new cities project". I guess it's in our nature not to embrace the unknown.. but hey it turned out to be a sucess. At least from my point of view.

and then there'll be 30-something rebirth threads. :tongue:

merry christmas trance!

Nah but ye I guess I work quite fast. I really have nothing to do now when I don't got a job.. :P

Merry Christmas!
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Milad Hajipour
 
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Post » Tue May 08, 2012 5:59 am

Will have to release an hotfix for this version, found some nasty floaters and stuff that I left behind. Let me know if there's anything and I'll include it :)
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Stacyia
 
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Post » Tue May 08, 2012 12:47 pm

Will have to release an hotfix for this version, found some nasty floaters and stuff that I left behind. Let me know if there's anything and I'll include it :smile:

It really seems that those floaters near the silt strider caravaner in Balmora hate you very much! :)

Right now I'm playing (almost playing - really low FPS) with MR 1.5 and MGSO 2.0.1 and I noticed that the "Branchy Ashlands Trees" option (guess it's Vurt's mod) conflicts with your, magnificent, Ghostgate, as some branches penetrate the structure...
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LittleMiss
 
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Post » Tue May 08, 2012 3:07 am

Any news on this being compatible with the grass in MGSO? I remember someone was working on that but I havent seen any updates.
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Queen of Spades
 
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Post » Tue May 08, 2012 3:40 am

It really seems that those floaters near the silt strider caravaner in Balmora hate you very much! :smile:

Right now I'm playing (almost playing - really low FPS) with MR 1.5 and MGSO 2.0.1 and I noticed that the "Branchy Ashlands Trees" option (guess it's Vurt's mod) conflicts with your, magnificent, Ghostgate, as some branches penetrate the structure...

Gah dammit I forget about those all the time...

Ye MR is kinda demanding. I get about 25 fps so it's not really that bad. Yepp branchy ashland trees doesn't wowrk very well sadly.. I dont really have plans to add any type of new trees for the Ashlands atm, but if I would, that would be it.

Any news on this being compatible with the grass in MGSO? I remember someone was working on that but I havent seen any updates.

It won't work with MGSO grass nope. Azzari (might be wrong with spelling) was working on something, dunno if he even finished that project or not. I'll check it out.
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Jessica Thomson
 
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Post » Mon May 07, 2012 11:10 pm

Is there a compatibility/known conflicts list for this mod?

I guess it's obviously going to conflict with city overhauls (such as Balmora Expansion and Vivec Expansion) but what about, for instance, the LGNPC plugins (I'm referring in particular to Pax Redoran, due to the fact that according to your choices some of the locations Ald-Ruhn will change)?
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Rob Davidson
 
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Post » Tue May 08, 2012 1:24 pm

No there's no list atm but LGNPC works just fine from what I can tell. Haven't had any issues yet.

You could always post your mod-list and I'll let you know what would work or not.
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Helen Quill
 
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Post » Tue May 08, 2012 8:23 am

O.K.
2 in Gnisis:
Hashar has Seller Gold 0

Hannabi Zabynatus - Vanilla trader now MR1.5 has a viewing angle that is 90 degrees out.
Standing in front of her gives red 'Goodbye'

jc
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Fanny Rouyé
 
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Post » Mon May 07, 2012 11:32 pm

O.K.
2 in Gnisis:
Hashar has Seller Gold 0

Hannabi Zabynatus - Vanilla trader now MR1.5 has a viewing angle that is 90 degrees out.
Standing in front of her gives red 'Goodbye'

jc

Fixed, thanks!
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Tyler F
 
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Post » Tue May 08, 2012 7:05 am

Ebonheart - Agaran - trader? Cant find any angle from which I dont get a red Goodbye.

Balmora Plaza traders, levitating armour between Orc & weapon trader, missing table?
levitating clothes behind pack rats?
jc
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Cash n Class
 
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Post » Tue May 08, 2012 1:21 am

Ebonheart - Agaran - trader? Cant find any angle from which I dont get a red Goodbye.

Balmora Plaza traders, levitating armour between Orc & weapon trader, missing table?
levitating clothes behind pack rats?
jc

The table's aint missing. It's an engine related issue. Sometimes it does this, even though I've placed things in the CS, things might not appear in-game. I will try to remove a few items in that cell and see if it helps.

"Cant find any angle from which I dont get a red Goodbye"

Didn't really got what you mean by that. No dialogue?
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IsAiah AkA figgy
 
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Post » Tue May 08, 2012 3:42 am

Does this mod do some of the things that BTB's mod does? Like fixing balancing issues and whatnot?
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Jessica Stokes
 
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Post » Tue May 08, 2012 9:54 am

yeah, there are some conflicting settings between this and BTB. Nothing major, so if you have BTB, you're likely to want to load that last, overwriting the changes.
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XPidgex Jefferson
 
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Post » Mon May 07, 2012 11:41 pm

"Cant find any angle from which I dont get a red Goodbye"

Didn't really got what you mean by that. No dialogue?

Wherever I stand & try to talk to him, I dont get any dialogue options just the red 'Goodbye'.
Somewhat like Hannabi Zabynatus from an earlier post but much more pronounced, it's a real nuisance due to the Player disposition dropping each time it occurs.

jc
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Trevi
 
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