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Expand to Solstheim and Mournhold?
You can delete those post on the main page, since they are posted here in the news forum with the others. No need to have them twice! Look forward to whatever you release in the future. I'll keep my mega-mod on my hard drive ... with merged plugins, since no one wants to host it or do something similar. Thanks for listening to my wacky ideas....
Really like what you are doing, although I have been absent from ModDB I do plan to return. Your updates are inspiring and has forced me to finish my own mod. Keep up the great work!
Downloading now since the link is fixed ... sounds cool!
Will there be a readme with all the changes?
Great Work! Can't wait to experience an Imperial Province. Like most Alpha Mods ... my own included (Seyda Neen & Census Office,) it is easy to get distracted, jump to another project, and leave a Mod Unfinshed.
Keep Up the Great Work!
I don't think better bodies n heads would break the lore .. or the main landmass!
(12) Tamriel Rebuilt 1.5 Sacred East ... Moddb.com
with SilgradvTower and Blacklight ... Mw.modhistory.com
with the unofficial TR Map 4 Heartland just released on the Bethesda Forumns ... Forums.bethsoft.com
and with Lokken Mountain... Lovkullen.net
and PR Sea of Destiny moved... Mw.modhistory.com
Will all look good with Morrowind Rebirth!
1. What do you like about the mod and why? All the landscape changes, and new buildings in towns n cities, new resources in armor and weapons ... needs more NPC's and extra quest
2. What parts do you not like about this mod?- Everything is intergrated... I really like the gameplay changes and would like a seperate .esp for them like BTB or Wilkins Game Improvements. And wish the landscape changes and added planets and trees were a seperate .esp like Better Stonewood Pass or Bitter Coast Overhaul.
3. What would you like to see in the future? - I would like Immersive Chargen incoperated into Seyda Neen or you can used my mod Census & Excise Office intergrated into Seyda Neen! Shamless plugin on my WIP! Maybe the list of mods I mention in the forumn ... Better Bodies, Better Heads, Better Clothing, Abot Animations of Boats, Silt Striders, n Gondolas. Dn 1st person enhanced, Diane Casting Animations, Morrowind Children, Animated Morrowind 1 & 2! Spectacular Sorcery! Etc...
4. What do you think about the game balance? - A serperate .esp so I can see the changes like other armor and weapon balance mods.
5. What do you think about the new creatures? - More creatures and resources.
6. What do you think about the new weapons/armor? - More armor, clothing, and weapons in resources.
7. Is there anything else that you'd like to talk about? - An expansion to caves and temples ... there too short, need something bigger not like Daggerfall, but may at least three times the original map.
(8) Morrowind Comes Alive v5.0 for the original heads or v7.0 which requires Westly Head Replacer.
(9) Portal added to every daedric temple not just Bal Ur... more like Oblivion.
(10) More Races added for Player Character ... I did this with my mod Census & Excise Office but it really adds to the file size, perhaps a serprate .esp like Westly's Races or Sablegirl, etc.
(11) Weapon Shealths Unleashed
I really like Bal Ur ... but agree with you that another portal be added to Ald Sotha. There were three daedria temple ruins in oblivion plane, there should only be one because of the FPS hit on that level. In fact a portal should be added to every deadric temple not just in Bal Ur! That would make it more like Oblivion.
And the silver bow? I think is the hardest one! Found the ebony crossbow by the mine...
You could also have three rooms in the hallway basement, the prison cells, the map room from v2.1, and the old storage room. This can work also, with a little editing with the construction set.
With a little editing in the census office... with the construction set and an hour's work!
I did this awhile back with the basic construction set, just small room edits in the census & excise office should do the trick. Move the prison cells in the basement by adding another door jam room in the hallway because the old storage room will conflict. Make sure that Immersive Chargen loads last in the data files. Then open the CS, and remove colliding meshes and missing walls and floors. Rebirth changes very little in the prison ship and census office besides two rooms the breakfast table and the storage room. Then you might want to move the guard in the stone courtyard ...
I did this a while back with Rebirth v1.4 with no problems at all. Just replace any missing floor or walls from the merging files. Then I would merge the two files into one... like v2.5A as a new .esp.
I found the daedric crossbow in the Dusharian Shrine on a ledge behind Malacath's Statue, had to use a levitation spell to access. While wandering the West Gash Region -7,9 east of Gnisis! Now hunting the Ebony and Silver Crossbows... any hints?
With a little editing you could probably do a patch for MR?
I just downloaded that file this week, but haven't tested it with MR? But since it alters the landscape behind the ghost fence it should work!
The dgl - windmills and lumber mills! Not the ones converted from Skyrim to Morrowind... but they are cool too!
Might have to merge v2.5 and v2.6 together... I'm getting a lot of texture, dds, and nif errors but only when I enter into buildings like Halls of Wonder in Ebonheart and the new armor shop in Balmora?
Shouldn't the Bull Netch and Belly Netch be in the water... they have always looked strange to me floating in the air. And Abot Water life wouldn't hurt either?
Go eat some cookies... LOL!
Yes... I always add them myself with each release! Because I consider them core gameplay mods.
Or Crafting of Morrowind... which is similar to NOM or Survival and Hunger Mod?
I always play with Better Bodies, Heads, and DN 1st Person Enhanced! And if you don't mind editing a few trees... Abot Animation Silt Striders, Boats, Gondoals! Animated Morrowind I & II with Almalexia & Dirnae's Casting with Basic Needs ... I don't think Rebirth is NOM compadable? I would like to see these mods a part of the regular download, don't know?
Or a direct link...
Do you know the title heading? I've already been searching the forum without results. I found the crossbows link but not the plum helm?
If you find the link, please let me know or which forum? I would like to download it. Thanks... I really am enjoying the latest update. Finally got out of Bal Ur Shrine...
Found the Bal Ur Shrine outside of Sudan! The FPS hit was huge I could only get 5 fps in the Oblivion Plane. And then after I raided the 3 temples I could not jump on the blocks to exit. I think there was another TeX and dds error when I first entered the shrine!
Where did you get the resource for the plum helmet? I haven't seen it before!
There is a new imperial plum helm ... at the fort outside Balmora. Very cool! And I got an error entering the Hall of Wonders in Ebonheart? Missing texture or dds error, but when I reentered the error disappeared, don't know? Still looking around and exploring...
Still in Balmora ... were there any landscape changes? I thought this was a balance and gameplay changes update! I usually avoid the dead volcano regions.
If you save in the wilderness or in an interior building you may be okay!
Release Party.... Merry X-Mas and New Years!
Downloading Now... the wait is over.
Downloading Now.... X-Mas and New Years came early!
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!
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!