[REL] Morrowind Rebirth BETA

Post » Sat Aug 28, 2010 4:27 am

Here's the "final" list for 1.0. I've been searching the net for various fixes & resources to add to my overhaul. Most of them are resources but some ideas are also from "improvement" mods. For example Midgetaliens Improvements mod & Wakims game improvements. There are naturally things that I've come up with myself too. Suggestions are welcome! :)

********************
General Changes:
********************

* Added the missing interiors for Vivec Docks.

* Added the missing interiors in Pelagiad.

* 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

* Fixed a large number of small issues like: floaters, pathgrids & ownership.

* New things introduced like the cupcake, falmer short/longsword, blue hornlilly etc.

* Continuation on the project (landscaping) to make Vvardenfell less barren & more realistic.

* Some special characters are now much stronger that vanilla Morrowind, like they should have been.

* A large number of new NPC's

* Further additions to the cities around Vvardenfell. (Previously mentioned cities)

* Added a separate plugin, "Morrowind Rebirth - Creature Realism". 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, have more health but to be far slower than the vanilla game. Creatures like rats (rats will also be smaller), scamps & clannfears' are much faster but have less health. I'll provide a more detailed explanation later on.

* 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 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 it will snow in the Hirstaang Forest (20% chance).

* Guild chest added to Caldera Mages Guild.

* You will now be able to “hit” ghosts using Adamantium Weapons.

* New creatures: The Seducer (can only be found in deadric ruins), the Scorpion (Molag Amur) & the Goblin Shaman (Mournhold Sewers).

* Added faction & rank to Imperial Archers (Imperial Legion/Trooper)

* Tuned the light in some of the new interiors. In some cases they were far to bright to seem realistic.

* You can now find new Deadric & Dwemer Long Spears in Vvardenfell's ruins. Long spears have a greater
range than ordinary spears. They also cause greater damage.

* Added missing attacksound to Ascended Sleepers.

* Npc's will have much lower disp if you have your weapon drawn during conversations. (-15 points)

* Training is more costly. (2x the vanilla)

********************
Racial Changes:
********************

* 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)

* Khajiit's now have a natural resistance to cold due to their pelts, although they will be varnuable to fire.

* 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. (http://www.uesp.net/wiki/Morrowind:Altmer)

* 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. Thunderfist will cause shock dmg instead of frost dmg. I figured it would be strange calling it thunderfist if it causes frost dmg.

* Racial Powers will always succeed.

********************
Music
********************

* New music pack by an experienced composer, more info in the media section at moddb.(http://www.moddb.com/mods/morrowind-rebirth/videos)

Examples

MW Rebirth - Futile Retreat
http://www.moddb.com/mods/morrowind-rebirth/videos/mw-rebirth-futile-retreat

MW Rebirth - No Fear
http://www.moddb.com/mods/morrowind-rebirth/videos/mw-rebirth-no-fear

********************
Graphical
********************

* New deskop icon for Rebirth.

* Improved splashscreens with Morrowind Rebirth logo.

* The Steel Broadsword now has its own mesh instead of sharing that of the Imperial Broadsword.
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lauren cleaves
 
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Post » Sat Aug 28, 2010 4:41 am

Soooo.. any thoughts?
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Alberto Aguilera
 
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Post » Sat Aug 28, 2010 2:27 am

Soooo.. any thoughts?


You are indeed going epic, a very interesting project!
If you allow me, however, I would not mind if MR would leave alone alone all the gameplay elements changes/fixes
I would prefer if this mod woud stick to its description on PES.....:
* Smoother landscapes & fixes for a huge number of landscape seams.
* A large number of new NPC's and evenually new creatures.
* Shops will close nighttime between 8 pm – 8 am.
* New music, splashscreens and new main menu.
* Fixes a large number of floaters and glitches.
* New weapons, misc items & clutter.
* Reworked cities
..... as I actually plan to use MR instead of all those "City-Name Expanded" mods
Just my humble opinion, though! :)
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Kahli St Dennis
 
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Post » Sat Aug 28, 2010 1:29 am

I like your final list for v 1.0. I notice there's a lot of "should have been" fixes that I'm glad to see addressed, including racial abilities. I've found most other mods that change them tend to throw things off balance, so it's nice to see some conservative changes that make sense. I always wondered about the Thunderfist racial too, lol! And it makes sense that NPCs wouldn't like someone that's waving a weapon around while talking to them.

Looking forward to the new creatures!

Now for my questions:
- The muckshovel and miner's pick: will these conflict with Morrowind Crafting or Complete Morrowind?
- Are you going to make this modular at all, like the Morrowind Sound and Graphics Overhaul?
- Since you're raising the cost of training, are you doing anything else to adjust economy, like giving certain merchants more gold?
- What's your overall vision with Morrowind Rebirth? Like, are you going to make any changes to chargen, leveling, factions, questing, etc?

I do have some suggestions, but they are only just that... based on personal preference. :3 That being said...

- How about some waterfalls? Yeah, there's some http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7769 http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4598 that add them here and there, but it'd be cool to see them either all put together into one, or seeing your take on them.

- Maybe you're already working on this, but that side of Balmora where the river ends feels lacking now. Are you adding anything to it?

- Pets! Humanoid companions are ok but--I don't know if it was too many years of World of Warcraft--my bosmer hunter just feels lost to me without her animal companions. Abigail's Pet shop mod isn't compatible with your overhaul, which is ok since the author ditched it, but it'd be cool to have a pet vendor of some kind. The http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=953 mod is the best one I've seen yet for companions that can keep up if you want to look into it.

That's all I can think of for now. Looking forward to your responses. :D

[Edit] LOL, I just read Mus's response (I was still typing mine while he posted). Guess you can't please everybody! If you do decide to focus more on the landscape changes and NPC additions, that's fine. I still notice a lacking of pet mods, though. :(
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Lily
 
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Post » Fri Aug 27, 2010 9:06 pm

[Edit] LOL, I just read Mus's response (I was still typing mine while he posted). Guess you can't please everybody! If you do decide to focus more on the landscape changes and NPC additions, that's fine. I still notice a lacking of pet mods, though. :(


Yeah, it is quite lol :)
Well, it is his mod, it is his decision! Let us just wait and see!
Whatever it will be, I just both of us (and all the Morrowind Community in general) will benefit, as this project is fantastic. Period. :)
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victoria gillis
 
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Post » Sat Aug 28, 2010 9:37 am

Have you ever considered making vvardenfell larger, maybe not double, but just a little larger, as to accomodate more content by certain modders, withought sacrificing land that would be better used elsewhere.
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NO suckers In Here
 
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Post » Sat Aug 28, 2010 1:01 am

You are indeed going epic, a very interesting project!
If you allow me, however, I would not mind if MR would leave alone alone all the gameplay elements changes/fixes
I would prefer if this mod woud stick to its description on PES.....:
* Smoother landscapes & fixes for a huge number of landscape seams.
* A large number of new NPC's and evenually new creatures.
* Shops will close nighttime between 8 pm – 8 am.
* New music, splashscreens and new main menu.
* Fixes a large number of floaters and glitches.
* New weapons, misc items & clutter.
* Reworked cities
..... as I actually plan to use MR instead of all those "City-Name Expanded" mods
Just my humble opinion, though! :)


Thank you!

Well my plan was to leave it just like it were, but then I had an idea; Why not "borrow" things made by the community. Resources, ideas, tweaks and add them to the mod. (Then there's ofc some of my own ideas). This instead of using like 20 small esp.s that could cause conflicts.

Do not fear though. I plan to keep the changelist to a minimum regarding game elements. Actually I think I will focus on landscape & citybuilding in the months to come :)


I like your final list for v 1.0. I notice there's a lot of "should have been" fixes that I'm glad to see addressed, including racial abilities. I've found most other mods that change them tend to throw things off balance, so it's nice to see some conservative changes that make sense. I always wondered about the Thunderfist racial too, lol! And it makes sense that NPCs wouldn't like someone that's waving a weapon around while talking to them.

Looking forward to the new creatures!

Now for my questions:
- The muckshovel and miner's pick: will these conflict with Morrowind Crafting or Complete Morrowind?
- Are you going to make this modular at all, like the Morrowind Sound and Graphics Overhaul?
- Since you're raising the cost of training, are you doing anything else to adjust economy, like giving certain merchants more gold?
- What's your overall vision with Morrowind Rebirth? Like, are you going to make any changes to chargen, leveling, factions, questing, etc?

I do have some suggestions, but they are only just that... based on personal preference. :3 That being said...

- How about some waterfalls? Yeah, there's some http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7769 http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4598 that add them here and there, but it'd be cool to see them either all put together into one, or seeing your take on them.

- Maybe you're already working on this, but that side of Balmora where the river ends feels lacking now. Are you adding anything to it?

- Pets! Humanoid companions are ok but--I don't know if it was too many years of World of Warcraft--my bosmer hunter just feels lost to me without her animal companions. Abigail's Pet shop mod isn't compatible with your overhaul, which is ok since the author ditched it, but it'd be cool to have a pet vendor of some kind. The http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=953 mod is the best one I've seen yet for companions that can keep up if you want to look into it.

That's all I can think of for now. Looking forward to your responses. :D

[Edit] LOL, I just read Mus's response (I was still typing mine while he posted). Guess you can't please everybody! If you do decide to focus more on the landscape changes and NPC additions, that's fine. I still notice a lacking of pet mods, though. :(


1. Actually I have no idea if it will conflict with either of these. When I first started working on MR I had no thoughs of conflicts etc, it was a mod I made for my own experience. MR will surely conflict heavily with major mods like NOM, COV & others (most graphical replacers excluded though)

2. It doesn't work that well in a modular state. When you combine 2 plugins with such a large amount of landscapechanges that will cause clipping, landscape seams & other things that just look real bad. I really wish I could make it modular though.

3. I will give some merchants' more gold. Although not all NPC's will be affected until I reworked the entire island.

4. My vision is to make Morrowind seem more alive. Bigger cities, more clutter, more people & a beautyfication of Vvardenfells diffrent landscapes. But have one thing in mind, I will always try to stick to the lore!

I plan to add some waterfalls later on. Pets, perhaps (there's a new shield where you can summon a wolf, doesn't really count though). I will try to rework the river til' the next version. I had in mind using it as a small lake or something, we'll see :)

Have you ever considered making vvardenfell larger, maybe not double, but just a little larger, as to accomodate more content by certain modders, withought sacrificing land that would be better used elsewhere.


Not really. I don't people would like me to either. There's already a lot of great landmass mods, especially TR.


EDIT:

Some things that I forgot to include in the changelist:


* 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.

* Guild cheasts will respawn monthly (It used to be 3 months)

* vendors will resupply thier stash of gold every 48 hours. (It used to be 24 hours)

* NPCs' now have a chance of fleeing during combat if thier health drop below a certain level. I will make some characters
ignore this though.
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CxvIII
 
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Post » Sat Aug 28, 2010 8:18 am

Just wanted to let you know that I'll release 1.0 first week in june! So there's still room for some feedback.

Kinda funny that the Morrowind Rebirth esp Is larger than the Bloodmoon esm. :ohmy:
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Thema
 
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Post » Sat Aug 28, 2010 10:03 am

Just wanted to let you know that I'll release 1.0 first week in june! So there's still room for some feedback.

Kinda funny that the Morrowind Rebirth esp Is larger than the Bloodmoon esm. :ohmy:


That's great! Did you work on other areas of game, or just south-western Vvardenfell?
I just cannot wait for this piece of awesomeness to be in full-shape! :)
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Tanya Parra
 
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Post » Sat Aug 28, 2010 9:57 am

That's great! Did you work on other areas of game, or just south-western Vvardenfell?
I just cannot wait for this piece of awesomeness to be in full-shape! :)


For the moment it's only the south western area of Vvardenfell. It's a huge piece of land, so there's gonna be a while until I've covered the other areas aswell (But I'm getting there!) :P
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Sophie Payne
 
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Post » Sat Aug 28, 2010 3:18 am

For the moment it's only the south western area of Vvardenfell. It's a huge piece of land, so there's gonna be a while until I've covered the other areas aswell (But I'm getting there!) :P


Take your time! This "modular" approach of yours is the best to releases a most-bug-free mod! Keep un the great work!
And... sorry for the advertising but please check the thread I just started!
As the author of a massive project, I am particularly interested in your opinion, http://www.gamesas.com/index.php?/topic/1193761-morrowind-modders-coordination/! :)
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Skivs
 
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Post » Sat Aug 28, 2010 10:25 am

Ah I've been following that thread. Sadly my english ain't that good so it would be hard to explain myself without sounding like a r*tard :D
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vanuza
 
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