[RELz] Morrowind Rebirth

Post » Thu Feb 06, 2014 12:02 am

Back again with a fresh update! Please let me know if there's any issues. Enjoy!

Download

http://www.moddb.com/mods/morrowind-rebirth/downloads

Vanilla Fixes
* Gnisis, Barracks. Some beds were set to faction "Legion, recruit". While others are set to spearman/trooper seemingly random. This made it hard for the player to determine if it were safe or not to use them.
* "Arrille" mention in the topic "popular potions/scrolls", a lot of stuff that he doesn't actually sell, now he does.
* "Red Colovian Fur Helm" will now have a unique icon and texture (red instead of yellow).
* "Iron Tanto" used the "Steel Tanto" mesh, adjusted so it uses "Iron Tanto" mesh.
* "Winged Twilight" now drops "Daedra Heart".
* Fixed a bunch of floaters.

Rebirth Fixes/Changes
* Put a lock to "Cienne Sintieve's" bedroom door, Ald'ruhn. Also rebalanced her stock so she sells standard potions (instead of cheap) + added a few potions that I belive was missing.
* Made some changes to "Jarl Ragnarsson's House", Caldera. It just didn't seem plausiable that he would know the player and give his house away for free.
* Fixes an issue with "Balyn Omaryl" turning up dead inside his home before the quest that requires you to kill him (needs testing).
* Some small changes near Dren Plantation, removal of unnecessay statics and a few slaves (will hopefully improve the fps).
* "The Silver Barrel", near Khuul had a locked entrance door. This made it impossible to enter without using the console.
* "Shelter", at the Ghostgate had a locked entrance door. This made it impossible to enter without using the console.
* Fixed a platform in "Ald'ruhn, Guild of Mages that were clipping with the ceiling in the room below.
* "Journeyman's Armorer's Hammer" and "Apprentice's Armorer's Hammer" had mixed up weight stats.
* "Miaren Drans's" shack in Gnaar Mok were impossible to enter due to a missing travel marker.
* Shalk's will no longer be agressive. This does not apply to the Diseased and Blighted Shalk.

* Removed any changes related to soul-gems, as this broke the capture mechanic.
* Writs did only get you out of 1080 worth of bounty instead of the required 2250.
* Fixed an issue with the "Morag Tong Gauntless" clipping with the player body.
* Increased the chance of rain in the "Grazelands" from 10 % to 20 %
* "Rufinus Alleius" is now an "Enforcer" instead of an "Acrobat".
* "Armored Dwarven Spectre" changed into "Dwarven Guardian".
* Fixed a floating window by the "Six Fishes, Ebonheart".
* "Dire" weapons are now Silver instead of Dwemer.
* Fixed incorrect weapon stats.
* Corrected a few typos.

Rebirth Additions

New Creatures
* Encounter the "Electric Slaughterfish" mentioned in lore, by "PeterBitt".
* New Riekling Rider variation.

New Weapons and Armor
* Duke's Guard Armor Set.
* Adamantium Longbow.
* Berserker Helmet.
* Indoril Greaves
* Indoril Spear.

Others
* Reworked several areas in the "Ascadian Isles", "West Gash" and "The Bitter Coast". This includes fixing seams, floaters, bad vertex shading, better placement for statics and some small additions.
* New maps added to Travel Guides, covering provices such as Hammerfell, Skyrim, Highrock etc.
* Some small edits in Gnisis.
* Revamped Chargen (Part 1).

Balancing
* Reduced the amount of gold of the Mudcrab Merchant from 10000 to 5000.
* Reduced the amount of gold of the Creeper from 5000 to 2500.
- Sorry, these "guys" had way too much gold.
* The enchantment, "Cuirass of the Savior's Hide" had a constant effect, 60 points "resist magica". Changed from 60 to 50.
* The enchantment, "Helm of Oreyn Bearclaw" had a constant effect, 40 points "agility/endurance". Changed from 40 to 20.
* The enchantment,"Saint's Black Sword" now has "cast on strike" instead of "cast on use".
+ a lot of other changes to artifacts.
* Dagoth encounters will spawn much earlier in the Red Mountain Region.
* Slightly adjusted the weight of Tantos, they were a bit too heavy.
* Orcish weapons will no longer "Ignore Normal Weapon Resistance".
* Scrap Metal won't drop as often. Chance none: from 40 % to 75 %.
* Katanas are now slash/chop weapons, rather than thrust weapons.
* Daedras will no longer spawn in the Red Mountain Region.
* A new pass on armor health/value.
* Scrap Metal value from 20 to 75.

Visual
* Removed "Vurts" variations of the "Emperor Parasols" (The huge mushroom trees) and replaced them with the vanilla Parasols. This will also remove many of the issues using this mod along with "Tamriel Rebuilt: Sacred East".
* Adjusted the textures/meshes of several trees, bushes and flora in the "West Gash" and "Ascadian Isles" to better fit the color scheme of vanilla Morrowind.
* Indoril and Fur Pauldrons will no longer appear to be "bulky" Thanks to "hollaajith" for his mod.
* Fixes for a lot of issues with the Daedric tile-set. Thanks to "Slartibartfast1".
* Fixes for a mesh error on Imperial Houses. Thanks to "kirlian voyager".
- Before: http://s1.directupload.net/images/130808/7cgrjerf.jpg
- After: http://s7.directupload.net/images/130808/mmgk6xrz.jpg
* Removed the reflection-map from the "Absinthe" bottle.
* New Comberry Bush. Thanks to "Pherim"
* Improved skybox for the "Deadlands".

UPDATE
2.41 is available from the moddb link. Changelog:

Vanilla fixes
* Wild "Bull" and "Betty Netches" will now have a chance of carrying the disease "Serpiginous Dementia", as described in lore.
* "Elanande's War Axe" didn't have its enchantment attached in the cs
* "Racerbeak" didn't have its enchantment attached in the cs
* "BM_hunter_battleaxe_unique" used the incorrect icon.
* "BM_reaver_battle_axe" used the incorrect icon.
* "Nordic Battle Axe" used the incorrect icon.
* "Iron Long Spear" used the incorrect icon.

Rebirth Fixes
* Fixed a large number of inconsistencies in the stats for armor/weapons.
* Fixed a few floaters and reworked some areas, nothing major.
* Fixed pathgrid at Moonmoth Legion Fort.

Balancing
* "Duke's Guards'" in Ebonheart will no longer refer themselves as "Troopers", but "Champions". Also raised their health and adjusted some stats to make them toughter than ordinary guards.
* Priests, Healers and Alchemists will no longer have an endless supply of ingredients. This means you will no longer be able to abuse this to create huge amounts of potions.
* All "Skeletons" (Champions, Archers etc) will now drop 1 unit of "Bonemeal", instead of 1,2 or 4 units.
* Nix Hounds' will now have random chance (like every other creature) to drop "Hound Meat".
* Removed some easy-to-loot chests holding ordinator armor in the "High Fane, Vivec".
* Made it harder to get into the diffrent Great House vaults, "Vivec".
* Some small adjustments to container loot and leveled-lists.

Visual
* Time to introduce the new splashscreen pack for Rebirth. For now there's 2 new splashscreens, but more will come at a later date. Be sure to visit "Jedi-Art-Trick's" deviantart-site: http://jedi-art-trick.deviantart.com/gallery/42449598 , the creator of these pieces of art.
* Desaturated the "Muffin" texture and icon. Also changed its name to "Wickwheat Muffin" to better suit the setting.
* Desaturated the "Archery Target" to better match the vanilla color-scheme.
* "Guar Meat" will now have a unique icon and texture.
* New mesh/texture for the "Silver Katana".
* Corrected icon for the "Indoril Spear".

User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Thu Feb 06, 2014 5:06 am

Thank you! :smile:

Though I am going to modify the gold back to those merchants :D

Edit: Yeah, the Vurt parasols did break immersion when playing Mournhold Expanded. I'm glad that it's back to the original trees.

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Jhenna lee Lizama
 
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Joined: Wed Jun 06, 2007 5:39 am

Post » Thu Feb 06, 2014 2:17 pm

This update makes my next game even better especially when Tamriel Rebuilt - Sacred East 1.5 came out a few days ago and hopefully will http://www.gamesas.com/topic/1455137-beta-uviriths-legacy-30/page-3#entry22917434 be released next week. :woot:

Thanks for the update mate. :celebration:

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Stephanie Kemp
 
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Post » Thu Feb 06, 2014 5:33 am

You're welcome guys!

Be sure to grab the hotfix at nexus. Fixes some small issues.

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Philip Rua
 
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Post » Thu Feb 06, 2014 5:41 am

he is described as the imperial magistrate. Since you are going to change his class, you could then make a new class for him. (magistrate)

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Nomee
 
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Post » Thu Feb 06, 2014 2:42 am

When's the museum going to be added?

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Julie Serebrekoff
 
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Post » Thu Feb 06, 2014 3:33 am

For the Vurt parasols, if you still want to use them, just make it a new tree and do the find/replace option for the cells you want to use it in. That way, TR keeps the vanilla trees and vvardenfell can have the parasols.

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Harry-James Payne
 
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Post » Thu Feb 06, 2014 5:28 am

Agreed, that's probably a better way to fix the "issue". However then I belive I have to change his dialogue too, right?

Haven't done much work on it for a while, but its great that you reminded me. I'll see if I can have something ready for 2.5.

Yeah I know Spiffy :)

But It kinda made the world look too diffrent, it wasn't Vvardenfell anymore.. at least not to me.

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Mark
 
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Post » Thu Feb 06, 2014 3:56 pm

Moddb mirror added

http://www.moddb.com/mods/morrowind-rebirth/downloads

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Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Thu Feb 06, 2014 1:31 pm

A small patch will soon be available at nexus/moddb with the following changes:


Vanilla fixes
* Wild "Bull" and "Betty Netches" will now have a chance of carrying the disease "Serpiginous Dementia", as described in lore.
* "Elanande's War Axe" didn't have its enchantment attached in the cs
* "Racerbeak" didn't have its enchantment attached in the cs
* "BM_hunter_battleaxe_unique" used the incorrect icon.
* "BM_reaver_battle_axe" used the incorrect icon.
* "Nordic Battle Axe" used the incorrect icon.
* "Iron Long Spear" used the incorrect icon.

Rebirth Fixes
* Fixed a large number of inconsistencies in the stats for armor/weapons.
* Fixed a few floaters and reworked some areas, nothing major.

Balancing
* "Duke's Guards'" in Ebonheart will no longer refer themselves as "Troopers", but "Champions". Also raised their health and adjusted some stats to make them toughter than ordinary guards.
* Priests, Healers and Alchemists will no longer have an endless supply of ingredients. This means you will no longer be able to abuse this to create huge amounts of potions.
* All "Skeletons" (Champions, Archers etc) will now drop 1 unit of "Bonemeal", instead of 1,2 or 4 units.
* Nix Hounds' will now have random chance (like every other creature) to drop "Hound Meat".
* Removed some easy-to-loot chests holding ordinator armor in the "High Fane, Vivec".
* Made it harder to get into the diffrent Great House vaults, "Vivec".
* Some small adjustments to container loot and leveled-lists.

Visual
* Desaturated the "Muffin" texture and icon. Also changed its name to "Wickwheat Muffin" to better suit the setting.
* Desaturated the "Archery Target" to better match the vanilla color-scheme.
* "Guar Meat" will now have a unique icon and texture.
* New mesh/texture for the "Silver Katana".

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renee Duhamel
 
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Post » Thu Feb 06, 2014 1:39 pm

Will they restock at all, ever?

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Izzy Coleman
 
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Post » Thu Feb 06, 2014 1:36 pm

I don't think so. I will probably just double the amount of ingredients for the vendors, then the player have to find rest of the stuff themselves. Also keep in mind that the player will probably sell ingredients to most of these vendors every now and then too.

Perhaps it doesn't make much sense, but I think it's way to easy to abuse the current system with respawning ingredients.

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Angela Woods
 
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Post » Thu Feb 06, 2014 2:47 pm

Hmm...what if you changed it so their ingredients respawn say weekly or maybe bi-weekly?

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Isabella X
 
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Post » Thu Feb 06, 2014 8:23 am

OK, I noticed that while making a Pelagiad Mages Guild short storyline, two pieces of paper on the table in front of the Argonian in the Pelagiad MG do not have ownership set to the Argonian. Rather minor issue, though. :)

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sarah simon-rogaume
 
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Post » Thu Feb 06, 2014 2:32 am

Sorry for the late reply loool.. I've fixed this since then, among other things :P

Let me know if you find anything else.

And BUMP!

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Susan Elizabeth
 
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Post » Thu Feb 06, 2014 9:27 am

Are you going to release a performance version of your mod? My fps drops quite a bit in the cities.

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Alexander Lee
 
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Post » Thu Feb 06, 2014 3:08 am

Some of the tree replacers float on the TR mainland. Just so you know :)
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victoria johnstone
 
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Post » Thu Feb 06, 2014 1:56 pm

Probably not at this moment. I'm making a ton of changes each version, which means that I would have to do 2 releases each time (=bad). I do have plans to release a performance version when the mod is in its final state.

Yepp I had almost predicted that. Sadly there's not much I can do about it atm.

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Mariaa EM.
 
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Post » Thu Feb 06, 2014 10:46 am

Maybe one day you'll present us a TR Rebirth. :P

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john palmer
 
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Post » Thu Feb 06, 2014 12:44 am

Maybe once TR has been birthed. ;)

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Makenna Nomad
 
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Post » Thu Feb 06, 2014 1:23 am

Oh noes! This will not happen I'm afraid, just too much work, and I have tons of stuff left to do in Vvardenfell :D

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Taylor Bakos
 
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Post » Thu Feb 06, 2014 9:30 am


Awwwww.....

In all honesty, I don't think TR needs a rebirth per say because all the areas are far more detailed than vanilla Morrowind anyway :P
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Gavin Roberts
 
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Post » Thu Feb 06, 2014 3:47 pm

I agree! I see no real need for it to happen. TR is detailed enough in its current state :)

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Alexis Estrada
 
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Post » Thu Feb 06, 2014 8:06 am


Don't forget the possible conflicts. They may redo the Telvannis region.
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Marlo Stanfield
 
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Post » Thu Feb 06, 2014 1:13 pm

So who wanna playtest 2.5? :icecream:

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Natasha Callaghan
 
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