(WIP) Morrowind Rebirth

Post » Mon Apr 04, 2011 5:47 pm

Hi,

You can now find all info regarding this project at http://www.moddb.com/mods/morrowind-rebirth . It's far easier for me to preview pictures, videos etc at moddb, I hope you can agree with this!

I will of course give you a notice when the site's updated!

Please feel free to write all of your thoughts here in this thread.

Edit: Also a bump for those of you who haven't seen this small video I made - http://www.youtube.com/watch?v=FZf8eO3tcdo

- Trance
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Tinkerbells
 
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Post » Tue Apr 05, 2011 1:38 am

Bump If you haven't noticed!
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john page
 
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Post » Mon Apr 04, 2011 10:38 pm

The site has been updated with a few previews. :)

- Trance
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Saul C
 
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Post » Tue Apr 05, 2011 3:02 am

I'm wondering, is it a mod compilation or all of your own work? Looks very nice either way :) And will it be compatible with anything, or is it a lighting/texture/city placement mod?
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Brandon Wilson
 
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Post » Tue Apr 05, 2011 8:03 am

This looks absolutely amazing :o is there much of a fps drop?

Now to pester you a bit regarding modularity/compatibility >< . I know you've already said that the AI/BC/WG regions will all be together, but will a future set of regions be in a different esp? So will we have eg one for AC/BC/WG, one for Ashlands/AC/Grazelands, another for Red Mountain etc? I'm just asking because there's one or two areas I'd be very concerned about being included in one massive file - specifically Red Mountain and Uvirith's Grave, because one of Julan's scripts can be kinda touchy about changes to Red Mountain iirc, and I wouldn't be all that comfortable editing the likes of BUUG to make it compatible, what with all the scripts involved. So it would be nice to know so if I'll be able to just leave out any changes to Red Mountain, or if I'll have to get used to editing that sort of thing.

Also, are there any mods it definitely will be compatible with? What about Vurt's mods (I see you're using at least some of them), especially the grass one? I know better than to ask about compatibility with houses and stuff :P

Last thing I promise - please release this soon :) I'm positively drooling over it.

* :bolt: before is shot for asking too many questions*
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gemma king
 
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Post » Mon Apr 04, 2011 10:34 pm

I'm wondering, is it a mod compilation or all of your own work? Looks very nice either way :) And will it be compatible with anything, or is it a lighting/texture/city placement mod?


It is a sort of compilation of my work yes. The only thing that I've not done myself is parts of New Caldera, which were a collaboration with Loki, another modder. It will work with a lot of mods, but it will also conflict with a lot of others. I hope I can give some sort of list for the most popular mods further on.

This looks absolutely amazing :o is there much of a fps drop?

Now to pester you a bit regarding modularity/compatibility >< . I know you've already said that the AI/BC/WG regions will all be together, but will a future set of regions be in a different esp? So will we have eg one for AC/BC/WG, one for Ashlands/AC/Grazelands, another for Red Mountain etc? I'm just asking because there's one or two areas I'd be very concerned about being included in one massive file - specifically Red Mountain and Uvirith's Grave, because one of Julan's scripts can be kinda touchy about changes to Red Mountain iirc, and I wouldn't be all that comfortable editing the likes of BUUG to make it compatible, what with all the scripts involved. So it would be nice to know so if I'll be able to just leave out any changes to Red Mountain, or if I'll have to get used to editing that sort of thing.

Also, are there any mods it definitely will be compatible with? What about Vurt's mods (I see you're using at least some of them), especially the grass one? I know better than to ask about compatibility with houses and stuff :P

Last thing I promise - please release this soon :) I'm positively drooling over it.

* :bolt: before is shot for asking too many questions*


I don't know if I'll keep it like this or if I will continue working on other part. It's a massive amount of time that I've spent on this, and I'm not sure I can spare as much time for other parts. In any way I will finish this part pretty soon, and hopefully there will be a lot of official additions in the future. I know it works fine with texture replacers, other than that I cannot tell really, sorry..

About Vurt's mods.. The only issue would be with his BC replacer. Other than that it should be fine :)

22 Feb, you don't have to wait longer! ;)

- Trance
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Scott
 
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Post » Tue Apr 05, 2011 1:09 am

Looks like this will be a bit bigger that expected.. I just got some help from an experienced artist, that will make a bunch of really neat splash screens for the game. I've also talked with a "music composer" that I hope will create a few new tracks for my mod. My own work goes well too, you can find more pics and info at my moddb page.

- Trance
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Natasha Biss
 
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Post » Tue Apr 05, 2011 12:45 am

Site's been updated a few times since last post. :foodndrink:
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Laurenn Doylee
 
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Post » Tue Apr 05, 2011 7:13 am

Site's been updated a few times since last post. :foodndrink:


That's nice, but these types of messages are the same as simply stating 'bump'. Continuous bumping of your thread will result in having said thread locked. So if you post a message, please have it be for a better reason than telling people you simply updated a website.

Thanks,

Milt
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louise fortin
 
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Post » Tue Apr 05, 2011 5:25 am

Ok, then I won't post here anymore.
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Veronica Martinez
 
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