This member has provided no bio about themself...
Is the new door handle model on the left, first one! This is very interesting, since doors have keys... there should be a keyhole! There is already a mod out with custom keys, have to find the link! But it is in my files! (With animation the door lock mechanisim could be like Oblivion & Skyrim!) But that would take a lot of work... which I don't have the skill in animations to pull off.
There was an Abot Gwar mod, that had ridable guars animations! And I would like to see Abot Boats, Abot Silt Striders, and Abot Gondolas. Animations really add to the Morrowind Experience.
Been looking forward to this...
I like the small changes to Ebonheart...
(1) The first well in the dragon courtyard could be merged with the second well in the training castle courtyard. And I would move the bow and arrow targets in the dragon statue area, to behind the tavern and castle wall in the training area established in the Skyrim & Arogian Mission buildings. I would move the hearth blacksmith too... behind the castle wall.
(2) I would add buildings and shops in the empty places left behind from the well & target areas. (If you moved them to the training area near the mission buildings!) You would need an Armor & Weapon shop. A Pawn Shop and Apothecary & Mages Shop. Or something similar... I know Pelgraid & Caldera already have these services, but in an early build you had merchant stalls in Ebonheart, and I would like to see them have buildings. Maybe even a horse stall, with that plugin.
(3) The Chapel building in the back castle courtyard needs to be opened up! I would like to see it expanded... maybe even with a back docking area?! With steps leading down to the sea with imperial docks... and new ship models. (I know you have been reluctant to included new ship models in the past, but there are a few good ones out there including a pirate ship, ultimate galleon, and wooden ship. Interiors inside Ebonheart need reworking too... they look vanilla from the original game.
Still running around with my character... cheers!
Is this the new changes made to Bitter Coast region? I ran past so fast with my character I didn't check this area on my way to Vivic and Ebonheart. Looks great! I have to check out that sunken ship.... hidden treasure!
Have you ever thought expanding the city down the river? And moving the gate past the waterfall, so the city surrounds the river.
Great Job! Hoping to play this weekend... scamps have more fun!
You should use the map from Half Life 1 for the train station, and expand the levels to included the maps the train passes through. I don't believe the rocket level was featured in the 1st HL although you ride past it and other levels on the train ride. It would be nice if it was included in HL2 engine.
I can wait .... bitter coast update! Will there be a change log? It's hard to tell what has been done, running by with my character!
Nexus was down yesterday, couldn't find v2.7 on the site. Only v2.61 was available. Was it deleted? Or will it be released here on ModDB?
Do you have plans for a mod, Total Conversion? Kingpin was a great game, but outdated? With the right urban resources, it can be done!
Downloading... Suran Docks! I think more consentration should be given to buildings, NPC's, caves, etc. Maybe for v2.7?
Can't wait ... Suran Docks!
Downloading Now.... X-Mas and New Years came early!
Excellent! Now we only need swords, fantasy races, and creatures! Shouldn't be too hard to port over to the Far Cry engine. Depending on where you got the models from. And giving the Cry tech policy of 20% rolaity fee for use of their engine for comerical game development... one could do a Total Conversion!
Sounds like a lot of work went into this mod with new models and scripts, etc. I have always enjoyed your models, would you be releasing anything as a modelers resource? Or releasing any other ship models in the future? I always loved the ships in Sea Dogs and Assassian's Black Flag!
Yes I had huge problems with the mod, and fell into development hell, the best way to solve the problem was for me to scrap it and start all over. There were just too many conflicts with other mods and broken walls.
As for the landmass, it is best not to touch it or alter it any way because other mods will revert back the original landmass. I included Hunger n Survival with the mod... but most people like Necessities of Morrowind better!
I'm working on v2.0 now... and it will be more Other Mod friendly and not broken. I'm losing my internet connection, but plan to come back in 6 months when I can get the introduction rate again from Dish and will re-post my mod (Seyda Neen) to ModDB, Nexus, MW-History, and Fliggerty. I've decided to break it up to Chargen Galleon, Census & Excise Office, and Seyda Neen Village. This way so I can add tons of Custom Race, Necessities & MW Comes Alive 7.1, and Village Expansion. And then I will continue it will Weapons Pack, More Clothing, Texture Replacers... which will all be separate mods. And then slowly expand to other cities... there will also be a custom grass n plants mod using original meshes and not the one from MSGO 3.0 which don't look right, like they were taken from Oblivion.
Tamreil Rebuilt project does need a lot of help? MW came out in 2002 and not it's 2013! And they still can't release the main landmass... which was all hardcoded as one file. All they had to do was add trees, plants, cities, npc's and quest. But much like my own mod, I fell into development hell and battling a sickness which takes a toll on the body. As for TR, I guess they have issues with Team Members coming and going and not doing their work on time. Are you a member of Transmaster's team project?
Are these the new signs for the Buildings/Shops in the Dragon Courtyard in Ebonheart? I like them better than merchant stalls.
I always thought the Hall of Wonders should be an Census & Exise Office. I always thought it strange you didn't land at the capitol of Ebonheart. Although it is really more of a Keep than an Imperial City.
Nice Screenshot ... Ebonheart at Sunset. I will still like to see Buildings/Shops in the Dragon Courtyard instead of merchant stalls. And move the longboat to the right side, the boat to the left in it's place, and add a galleon modeler resource to the docks.
I really like the wall with banners and benches ... now just some buildings and shops around the central dragon garden.
I really like the way you opened up the courtyard. Perhaps you can add a training area for guards with practice dummies, target range, weapon racks. And a guards barracks or knight's keep. I always thought it was strange their was only one knight in Ebonheart. There is mod called Tamriel Knights that adds a keep inside the courtyard.
And the Tamriel Missions House - Skyrim Mission, Blackmarsh Mission, etc. needs to have their own individual towers with transport to their homelands or quest missions based off their culture. Or deleted all together ... I don't understand why their would be Embassies in Ebonheart, but it is suppose to be the main castle. The Keep really should be moved off the island to the mainland with a huge city. And the castle should be kept just as an outpost keep to protect travelers on their way from Seyda Neen, Vivic Canons, to the mainland.
Downloading this file just for the 6.66mb ... cool!
Thanks downloading now from MW Nexus ... can't wait to play and see all the changes you've made. Great Hard Work!
6:30 pm and waiting ... for ModDB to upload it's severs!
Until Open Morrowind released an actual mod or game .... there is no competition. It' just like My Mod To Do List - in my Blog. Bethesda has not to my knowledge released the tech engine for Morrowind to the public so I don't know what engine they are using? Unity3d? DarkBasic? FPS Creator? Lith Tech? Tech 4 - Doom 3? Or the Unreal Engine? It would be a major accomplishment to re-create the world of Morrowind in another engine - A few mods have done so for Oblivion and Skyrim, so it can be done. I know I don't have much room to talk with my mod - WIP - Seyda Neen Census & Village v.10 - but still I did a lot of work. And the update is being released soon ...
I really like the Balmora walkways seperating the farm ... good work!
Will it be released this weekend?
With Elder Scrolls Online coming out with the whole tamriel landmass ... many mods including my own are not including it. I wonder if Tamriel Rebuilt will ever finish the Morrowind Mainland?
And you need to chop down the tree in the castle courtyard! Perhaps replace it with a barracks, blacksmith and stable.
Is that Pelgraid - looking good! But needs more shops and homes.
Do you really need two stairs ... perhaps another building shop/home?
I have you thought about including MCA 5.0 ... which is a smaller download file compared to MCA 7.0 which is dependent upon Westly Head Pack.
The entrance to Vivic - looks awesome! Tons of detail, but a lack of NPC's. I love the water basin and water lilies.
Will the release be this weekend?
You are correct the text is way too long. I'm glad you enjoyed all the hard work that went into writing it though. The code was cryptic and written in the tree-style of a Lone Wolf book. And many characters could only have so much dialog while others could go on and on. This file was created back in 1997-1998 and was found on CD-R in my collection and re-posted for the DOD fans to enjoy.
In my mod Seyda Neen Census & Village ... I already added netch armor to Fargoth Leaf and changed him from a commoner to a thief - and as a member of the guild, you can join through him. It makes more sense that Fargoth should be a thief and Eldafire a Mage with a green robe.
Towns/Landscapes - I really like the Ebonheart v1.4 and wish you would go back to this design. It works really well with abot-boats, silt striders, etc. You should use these animation resources in Rebirth. Balmora - I like the open river design, and you should remove the house and landscape blocking the river - again so animated boats can go back and forth along the balmora river. Seyda Neen - Nothing has been done here in along while, please take a look at my Mod Seyda Neen Census Village for any suggestions or anything you might can use!
Armor/Weapons - There are plenty of Armor and Weapons Mods out there, like H.E.L.L.U.A. and should be included. I know you can't add all armor and weapon mods - but make sure there is space in the landscape to included them by gamers. Maces - the damage should be changed to make it compatable with swords.
Clothing - There are some really great Clothing Packs available and I would like to see the more realistic medieval style used.
Ingredients/Misc - There should be more plants and misc items around the world to pick n explore.
Balancing/Fixes - You should include community mods on Spells, they have addressed this issue.
Others - You should included Community Races like I did with my Mod Seyda Neen Census Village - there are tons of race resources out there that you havn't included. Look on Great House Fliggerty-Downloads. This increases the download file exteremly but well worth for role-playability! As well as Community Creatures ... which you have included a few.
Dawn of Darkness - The game is freeware... please make any modifications you would like to make, I would love to see New Textures or Models for the game. Unfortunitly, most of the orignal game files were lost, including the Grand Canyon and Cave Map which was Level 4. And Toadeater has abandoned the project, as far as the Quake II version is concerned! I think he is doing a Graphic Novel based upon the story, but no one has heard from him in years. I still have plans to continue the project - with a new engine - or a Mod based upon Another Game. But there will be little if no updates to the Quake II Engine unless it is something you want to do. The only thing coming up is a re-edit of the Text Files to cut them in-half for Hack n Slash players and a Quest Walkthrough. I would love to see what others can do with the game if you are still interested.
This is the full DOD quake II demo with expanded Text Files by 300% ... I do realize the text files is too long for some players who just like to hack n' slash their way through a game. So there will be a forthcoming update as DOD Text File 3.0 and a Notepad Quest & Walkthrough ... for the game. It is very easy to break the Dialouge Tree and break the quest, so I will write a walkthrough for the game!
File Fixed! Now the download only contains the Text Files. You will have to download Dawn of Darkness Episode 1 and the DOD patch 1.1 seperatly to play the game. As well as have a copy of Quake II!
Abot Animations of Silt Strider and Boats would be nice....
Yes... it's a load error with the engine. Pelagaid is in two different load areas. In the vanilla game, sometimes the pelagaid gate will disappear as you walk up the path into town. It can be fixed by doubling the mesh with Copy and Copy In Place. The problem with the gate was fixed when you added the iron bars for the gate. But the Building for the Mages Guild experiences the same problem... the fix is doubling the building with Copy and Copy In Place in the counstruction set.
I thought it was my texture replacer... but checked with vanilla graphics, and the building didn't load. It could be the same bug associated with the Pelagaid Gate not loading sometimes. I can fix it in the construction set... just wonder if others see the same thing.
Error Alert - The Mages Guild in Pelagaid is missing it's building mesh. Just windows and door floating the air. I checked it twice, and it's still there! Continuing my journey around Vvardenfell.
Scamps have more fun... fireball!
Morrowind is still the main game on my computer after all these years! With over a thousand mods in my collection, which I'm still sorting through and finding conflicts and compatibility issues, and trying to make them all work together in a custom Uber-Mod!!! I love the lore of the Elder Scrolls Series and the variety of sidequest which there should be more of. Oblivion to me was very generic and lost a lot of that magical and variety that MW offered. Skyrim while a good solid game was handicapped by Steam ... and manual online activation. Elder Scrolls Online may re-energize the series with offering the whole landmass of Tamriel to play in. But with a bad economy and tight budgets, with most players still owing old XP computers ... Morrowind Rebirth and Tamriel Rebuilt offer great gameplay for a game that was released back in 2002!
Vanilla is very barren... Rebirth does a great job with landscape. But I do believe there should be better placement of structures and buildings. The shacks are little to crowded behind the trade house and need to be moved further out past the red lantern hut... and the haunted tower needs to be on the black wastelands between seyda neen and hla road ... and the barracks needs to be moved by the census office or made apart of the building as an interior room.
I would hide these in dwemer ruins... for sure!
Okay thanks for the update! I'll let peter rabbit know.... looking for his easter egg.
Any update on Rebirth v2.7? Release in May?
I have found small changes done in the construction set, will make most mods work. I recommend Abot Boats, Silt Striders, and MCA 7.0. Anything that alters the landscape will conflict, with edits to tears in the landmass. Just look for mods that don't alter the land.
In Veloth - will this include Silgrad Tower and Blacklight City??? It has been released for several years now, so why not use it to speed up the production time in Heartland and Veloth landmasses! Tamriel Rebuilt Project has been going on and off development since 2002, and with the release of ESO this 4-4-14 it is time to get things released.
I have been watching this mod since Stirk Alpha! And I'm impressed with the quality and attention to detail, the landscaping is natural and realistic, something I struggle with my own mod. The new clothing, and creature addons, and interiors is something to look forward to. I suggest playing Province Cyrodiil (Stirk Alpha) with Morrowind Rebirth v2.6, and Tamriel Rebuilt: Sacred East & Heartland, with Silgrad Tower and Black Light, and Lokken Mountain with Shotn The Reach, and Sea of Destiny. The City of Jarvik (zzcityalpha.)
I have found that any mod that doesn't tweek the landscape, should work with Rebirth. Like Better Bodies, Better Heads, Better Beast, Better Clothes, Eye Candy. Also Community Races, Armor and Weapon additions. And most Animations with small tweeking like Abot Silt Striders, Boats, and Birds! Almost any mod that doesn't interfer with the landscape changes.
You should be so luck, I get 5 to 10 FPS in exteriors like towns and cities especially in Seyda Neen ad 20 fps in wilderness. But then I'm running a Windows XP on an intergraded 6150 graphics card (which is ancient!) But it runs Oblivion on low settings at 640x800. Back to Morrowind, high resolution texture replacer will make the engine crunch st 5 fps and almost unplayable, so I try to play as close to the original textures as possible. But Seyda Neen is a little over crowded with all the swamp meshes, vurt's trees, and all the huts so close together behind Arrile's Trade House. If they were moved further out, across the river.
You can grab the Full File here DOD 2.0
Then download replacement files by Roarke!
You downloaded the patch 1.1 you need episode 1.0 and Quake II for the mod to work.
Will repost DOD 2.0 Full File soon with text.mod updated.
Downloaded v2.7 but can't tell any changes in Bitter Coast, unless I ran by it too fast. Were there any other major changes???
Roarkes - I really enjoyed your updates, great work! The sound files and graphical updates really add to the game play. Looking forward to what you do in the future with level design and monsters, playing with the editor. Dawn of Darkness lives!
This is interesting! I really like the sound files you added and the graphical update. Will you be adding new content to the mod? And expanding the levels? What editor are using?
Morrowind Rebirth is a seperate mod like a Total Conversion.
Morrowind Rebirth is it's own seperate TC. I have tried to get him to included the animations mods of NPC's and Silt Striders, Gondoliers, and Boats. But no such luck ... you have to play what is offered. Or do a mod yourself, and merge the things you like to play with.
Will this work for XP? Like the Doom 3 mod?
I was at the Silver Barrel... caught stealing! And the guards inside ignored me, and the ones outside attacked.
The guard script is messed up! They no longer arrest or accept fines & compensation... in the dialog tree! Are you over-hauling the guards and jail system?