(WIP) New Morrowind

Post » Sat May 28, 2011 6:26 am

New Morrowind, aka "Morrowind Rebirth"

Perhaps you've heard of me, perhaps not. Anyway I've been working on a few projects during the years, mostly with my "New Cities Project" that were basicly town expansions. At a time this project became so big that I decided to take it a step further. Morrowind Rebirth is my version of how Vvardenfell should have looked like. This work will feature all of my previously released mods in the "New Cites Project" , plus additional WIP.s and a whole load of other things.

I plan to release this mod in parts. This is the first part and will feature changes for the Ascadian Isles, Bitter Coast and for West Gash. There will be a huge number of things that you can expect aside from the vanilla experience. Among these you'll encounter:

* Smoother landscapes & fixes for a huge number of landscape seams.
* New music and splashscreens, perhaps a new main menu.
* Reworked landscapes & cities which will be rich in detail.
* A large number of new NPC's and some new creatures.
* Fixes a large number of floaters and glitches.
* New weapons, misc items & clutter.

This is only a small selection of what Morrowind Rebirth will offer in its final state. There will be updates on a regular basis, I hope you'll enjoy what I've got to show you.

Album - (Outdated)
http://img180.imageshack.us/g/vivecdocks20.jpg/

Trailers
http://www.youtube.com/watch?v=FZf8eO3tcdo
http://www.youtube.com/watch?v=MTZZW1_WWbg

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

- Trance -

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Mistress trades Melissa
 
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Post » Sat May 28, 2011 7:06 pm

Nice idea, and some of the stuff in that album looks great!

2 things tho. 1st is, I'm pretty sure this will be heavily incompatible with loads of mods, right? Especially all of those that add to towns.


nvm the 2nd, I misread it :P
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Jamie Moysey
 
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Post » Sat May 28, 2011 11:47 am

Nice idea, and some of the stuff in that album looks great!

2 things tho. 1st is, I'm pretty sure this will be heavily incompatible with loads of mods, right? Especially all of those that add to towns.


nvm the 2nd, I misread it :P


Haha indeed it will be incompatible with a bunch of mods. It would be impossible to keep track of them all :P
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Sarah Bishop
 
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Post » Sat May 28, 2011 6:56 am

Looks interesting. Mesh and texture replacer with added statics?

One thing, "Imperial watchtowers, Imperial travel service". Morrowind isn't that Imperial. Don't forget, it wasn't actually conquered. These might feel a bit out of place if you aren't careful. The Imperial presence should always be a bit muted.
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Jessica Lloyd
 
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Post » Sat May 28, 2011 6:34 pm

Looks interesting. Mesh and texture replacer with added statics?

One thing, "Imperial watchtowers, Imperial travel service". Morrowind isn't that Imperial. Don't forget, it wasn't actually conquered. These might feel a bit out of place if you aren't careful. The Imperial presence should always be a bit muted.


No there won't be any texture/mesh replacers, but additions like the new trees around Balmora (but I'm rather unsure if I'll keep these in the final version), windmills, reworked towns etc.

It will only be about 3-4 watchtowers in close proximity of the Imperial Forts. And travel service should be quite limited to keep game balance :)
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Rach B
 
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Post » Sat May 28, 2011 7:07 pm

By the way, if anyone have an idea or want to see something included in this mod, feel free to speak your mind! I'm open for discussion. More screens tomorrow! :)
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Marquis T
 
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Post » Sat May 28, 2011 5:57 am

Cool. Look forward to seeing more of this.
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Ross
 
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Post » Sat May 28, 2011 5:15 pm

This looks super. :D
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Krista Belle Davis
 
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Post » Sat May 28, 2011 8:31 pm

I'm very curious to see where this goes... great work so far trancemaster! I would suggest possibly when you are done, creating a modular version so that people can go region by region and city by city (i.e. BC PLugin, GL Plugin, Balmora Plugin, Vivec Plugin). But I definitely will be trying out the pack as a whole!
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Alexandra Ryan
 
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Post » Sat May 28, 2011 1:19 pm

Cool. Look forward to seeing more of this.



This looks super. :D



I'm very curious to see where this goes... great work so far trancemaster! I would suggest possibly when you are done, creating a modular version so that people can go region by region and city by city (i.e. BC PLugin, GL Plugin, Balmora Plugin, Vivec Plugin). But I definitely will be trying out the pack as a whole!


Thank you all! :D

I might do modular versions of this, but I ain't sure as it doesn't seem to work that well if you're using them togheter. I experienced this when I merged my new cities mods.. But we'll see! :)
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Everardo Montano
 
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Post » Sat May 28, 2011 4:32 pm

I've updated the album with a few pics. I'm most proud with some of todays work: http://img148.imageshack.us/i/tc12.jpg/ :D
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Amy Masters
 
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Post » Sat May 28, 2011 1:45 pm

Looks good. Even better than I was expecting it to, to be honest.

I'm glad to see I'm not the only one to think of Imperial Watchtowers, actually. One of the elements worked into CoN, actually is a ruined outpost near the equally ruined "Fort Barrowmoth" we're adding in, that would once have safeguarded the nearby mine. So, as you can imagine, I'm all for small Imperial outposts here and there.


One thing though, I see the big statues outside Vivec. Very impressive. I think it would be nice to see such an important city guarded, though. Maybe you could put them on top of some small buildings...a guardhouse and storeroom...and have sentries posted?
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Nathan Barker
 
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Post » Sat May 28, 2011 8:56 am

Glad you like it!

I'm pretty sure that would be an awesome sight, though I don't have a proper building or resource that would fit into that description atm.. :(

I won't have any new screens to show you tomorrow due to several reasons, though I promise that you'll get plenty next week :D
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Jessica Thomson
 
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Post » Sat May 28, 2011 5:02 pm

I'm looking forward to trying this out, your Better Cities mods are permanent residents in my load list :D Do you have any plans for the Sixth House ruins? Also, what Vivec texture replacer are you using? It doesn't look familiar.
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Connie Thomas
 
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Post » Sat May 28, 2011 10:02 am

Seems that I've finally finished working on my part for Pelagiad and should be ready to send it your way trancemaster after I clean the plugin of all the unnecessary crap in it, and then package it up. I cleaned it earlier, but it messed up how the textures were applied in some cells (I'm not an expert at cleaning stuff). Does anyone know what makes that happen?

If you'd be willing to clean the file trancemaster then I'll just package up the mod tomorrow and send you a download link. I'll add info in the tiny info doc that will be included in the package about what needs cleaned out if so.
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Rude Gurl
 
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Post » Sat May 28, 2011 4:59 pm

I'm looking forward to trying this out, your Better Cities mods are permanent residents in my load list :D Do you have any plans for the Sixth House ruins? Also, what Vivec texture replacer are you using? It doesn't look familiar.


I might do something about the ruins. It depends if I come up with an idea or not :D I'm using AOF.s V2 replacer.


Seems that I've finally finished working on my part for Pelagiad and should be ready to send it your way trancemaster after I clean the plugin of all the unnecessary crap in it, and then package it up. I cleaned it earlier, but it messed up how the textures were applied in some cells (I'm not an expert at cleaning stuff). Does anyone know what makes that happen?

If you'd be willing to clean the file trancemaster then I'll just package up the mod tomorrow and send you a download link. I'll add info in the tiny info doc that will be included in the package about what needs cleaned out if so.


Oh, I'm not that good either. I'm pretty sure I won't be able to solve that sorry :(
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Angela Woods
 
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Post » Sat May 28, 2011 5:00 pm

Don't worry, just installed Enchanted Editor a few minutes ago because I realized I never installed it on this computer when I got it last August. All my problems are solved! :rock:
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Sista Sila
 
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Post » Sat May 28, 2011 6:54 am

Okay, finished packaging everything up trancemaster. Cleaned the esp as best as I could without breaking anything. There is a notes.txt with a bunch of random information included (some important and some not).

http://www.mediafire.com/?udiqru2yp37455n

Putting the download up here so people can point out any construction errors and other stuff that could be changed. Most of the trees were placed using the vanilla trees, but a couple (probably under 4) were placed while using vurts ascadian trees. Just realized this is the first mod project I've ever released for downloading in any manner... :ninja:

Edit: Oh, Ghostnull is also to credit for the 4 meshes in the package that begin with In_C_rich. Just realized I didn't put that in the notes.txt.
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BRIANNA
 
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Post » Sat May 28, 2011 4:07 pm

By the way, if anyone have an idea or want to see something included in this mod, feel free to speak your mind! I'm open for discussion. More screens tomorrow! :)

How about a proper Foreign Quarter with all the ethnic groups represented by being able to buy unique items, ingredients, armors from faraway places?
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Melung Chan
 
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Post » Sat May 28, 2011 5:03 pm

How about a proper Foreign Quarter with all the ethnic groups represented by being able to buy unique items, ingredients, armors from faraway places?


Might do that, I'm mainly focusing on exterior work to begin with. Then we'll see :)

Neat Syrcanus, I'll check it out as soon as possible! :D
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john page
 
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Post » Sat May 28, 2011 8:13 pm

What about khuul? it's really forgotten and the gateway to solstheim...
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Kaley X
 
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Post » Sat May 28, 2011 6:52 pm

What about khuul? it's really forgotten and the gateway to solstheim...


I'm going to fix that too. No idea of how it would look yet though :P
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Marnesia Steele
 
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Post » Sat May 28, 2011 6:10 am

As for Khuul, one thing I've seen in mods that it disappoints me with Bethesda's worldbuilding. All the cities are fairly flat. There's not much vertical growth in towns, which leads to it not really having the right feel in some towns to my thinking. I would like to see a town where it feels like prime real estate was at a premium, and I think that Khuul might be just the town for that. Having seen it in another mod, I have to say that it's amazing what a hodgepodge multistory slum can do...though you have to take care not to obstruct doors.
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Nice one
 
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Post » Sat May 28, 2011 12:25 pm

Neat Syrcanus, I'll check it out as soon as possible! :D

Cool, looking forward to what you think of it all. Hope its not too much to work with. :shocking:
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joeK
 
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Post » Sat May 28, 2011 7:05 pm

As for Khuul, one thing I've seen in mods that it disappoints me with Bethesda's worldbuilding. All the cities are fairly flat. There's not much vertical growth in towns, which leads to it not really having the right feel in some towns to my thinking. I would like to see a town where it feels like prime real estate was at a premium, and I think that Khuul might be just the town for that. Having seen it in another mod, I have to say that it's amazing what a hodgepodge multistory slum can do...though you have to take care not to obstruct doors.


Sure you got a point, we'll see!


Cool, looking forward to what you think of it all. Hope its not too much to work with. :shocking:


Haha, all I can say is that it will probably not be included in my first release. I prefer taking my time with interiors :D

EDIT: 5 new pics in the album :D
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Mr.Broom30
 
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