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Ebonheart looks great! But still needs Merchant Shops in the Dragon Plaza. I would like to see Pawn Shop, Armor & Weapon shop, Alchemist Shop, Thieves Den, and a Bakery! And the docks need a Galleon!
Try Morrowind Rebirth v2.7 mod with MSGO 3.0!
A custom grass mod for rebirth would work, and be cool!
Can't wait to play... finally a mod on the scale of a DLC.
John Romero has always been a favorite of mine from Doom Series to Ion Storm! And while people knocked Diakianta it was the first game to have companions and the vids were great in camera direction. With the release of Thief 3, Ion Storm hit a stumbling block as it was their last released project, but still a good installment to the series. Hoping Romero returns to Doom! And the crazy level design in Quake 1... both titles need a reboot. Now that ID is with Zeni Max will we see a Huge open world concept with RPG elements?
It looks more like Skyrim... a dragon dagger!
The Silver Barrel would make a nice wallpaper! I hope there is an update on Ebonheart in the next build & Seyda Neen! Balancing Fixes are great, but we like New Buildings & Interiors. Both Village & Keep seem unfinished.
I really like the Laura Craft mod ... and it works better in Pelgraid on the hill by the enterance. I did the same thing...
I think the dragon and garden will stay!
The file is not available for download via mirrors ... will have to try later today around 5:00 pm I guess. MSG is compatible check his pictures and forum updates.
Will we have a release tomorrow .. Sunday?
Perhaps villains in caves across the board with better armor, weapons, loot and stats increase. The beginning player can fight animals for training and skill increase. I always thought there should be more animals it is a forest/swamp after all.
Thank you I'm adding it now and will add you to the credit readme.
I would like to see abot-animations in Rebirth like boats, silt striders ... and horses.
And in Ebonheart v2.04 ... the open port could use some buildings, and that will fill in the space nicely.
Races - I really like the White Khajiits, Black Panthers, and Wesley's Race Pack, Red Elves, Green Alyleds and the Bird Race, just check out my mod. Would you care if I used the old port in Ebonheart v1.4 in my mod/project?
I really like the improvements you made to Morrowind Combat! The stats looks realistic and should greatly improve the role-playing experience. One problem I have always had is the combat damage done with Maces - have you made any changes with the stats on damage as well?
The Text Patch 1.2 with tons of dialog will be maded into a Fan-Book with yes even more Words - and posted here for free with a quest walkthrough. While the DOD Text Mod will be cut in half to make for a much faster and smoother game for you Hack n' Slash players!
Until the meantime ...
You can use the following Cheat Commands:
God - All Health
Give Ancestral Sword
Give Three Barrel Flintlock
Give Cannon Balls
Just spand the numeric keypad 1-9 for a full list of missing weapons. And use the Give command in the ` (slide) key by the 1 numeric key to pull down the console to give yourself weapons.
Quick Walk-Through -
And remember the Dialog Tree is easly broken if not followed in a specific manner - use the Arrow Keys to go through the Menu Options and the Enter Key to choose Dialog Topics. Remember to talk to the Cell Prisoners first, and you will have to return atleast two to three times to talk to the prisoners before you can leave the level. Cho the Thief holds the Riddle to leave the level, if you have the coin. All Characters have multiple responses and sometimes two menu options so Click On Them Often ... there is a ton of dialog. Then find the Azna Prestess for healing, Busta in Courtyard to start the Quest, then the Cook, the Kids (can you find the bread?) hidden throughout the level, find the Comberry Bush, Busta's Ingerent, and the Boarded-up Study with a secret accces in the Sewers. Find the Kids in the Dungeon, Libary, and Locked Rooms. The Mute Boy is in a locked room at the top of the keep, if you can find the Darkened Door in the Hallway (hint look for the light on the floor.) Find the Priest of Manaywd, and kill the Guards! Open the Manaywd Temple of Azna, kill Moktar the Priest - if you can catch him! And find the Gated Exit ... to leave for the Village of Elvod. Can you ride a Camle ... why are there no Horses?
I have to say trancemaster_1988 has out done himself on another great mod. One that keeps growing and expanding with each addition. Awesome!
Will this mod convert to Moroblivion or Skywind? There was a utility on their site, but havn't tried it yet because of the huge file size.
The Ashland Bow in Balamora is missing it's Mesh! Yellow Exclamation Point!!!! In the new Weapon Shop above the Pawn Shop across the New Buildings in the Square!
I really like the new changes but miss the little details that have been deleted like ladders, buckets, crates, fish racks, and floating boats in Seyda Neen, Ebonheart, Balmora, etc.
Time to release Mournhold next!
And shouldn't every legion fort need help? Adding questing to guilds and forts would give more opportuinites to the PC to earn coins, armor n weapons, and adv. rank! Like Moonmoth Fort outside Balamora and Wolverine Hall.
Does silver have a bonus against werewolves or vampires? Perhaps it should. And silver weapons could be mixed with another metal like steel making it stronger than it base metal. The price is obvious.... any gold weapons? And to think in real history, we used bronze weapons and armors!
Crossbows overhaul would great! Any plans for maces? Their stats need to be increased to be comparable to swords, the blunt stat!
A new patch or a new version for Dec?
Better Bodies, Better Heads, On the Rocks, and a Texture Replacer is properly the only thing that would be compatasble.
Alex Kazhdan (Toadeater) misspelled above. Doh!
What graphic card are you using, computer specs? Win 7 or 8? Dual or Quad!
It will be another three months before I am available to return to this project! There will be more updates, a re-release of the text 2.0 Mod, DOD Full Demo, and the MW Total Conversion. My absence from Dawn of Darkness is due to a personal illness and the disappernce of my mods due to lack of support from the community! However it was wrong of me to delete those projects...
This mod is open to anyone who wishes to take it up! I would love see what others could do with it, post you mods here for download. Alex Kurztan (Toadeater) still owns the copyright to DOD and as far as I know is planning a graphic novel comic based upon the storyline. This mod is freeware, just follow the EULA rules.
I was using the X-Engine from Morrowind because of it's great swamp textures, but Oblivion is also a possibility with the Morroblivion Conversion. I will check out KMQuake 3.24 but have always felt that the Idtech engine from 2-4 to be limiting as blocked square levels. Unity 3D is also a good free engine. If KMQ is something you are considering, I would love to see your demo posted here! Alex still owns the copyright to DOD, so anything released would have to be done for free following the EULA rules. My mods for DOD were taken down but will be re-posted in 3 months with the text files for Quake and the new Morrowind-DOD Total Conversion.
I would still like for you to take another look at Seyda Neen, even though my Mod Census and Village v1.0 is still down I hope you will still look at it, if you can find a copy. I will not be able to return to the modeling community until after christmas, another 3 months until I resolve my Dish Net bill.
Or, Immersive Chargen, which works well with Rebirth - or another altered chargen mod! And I would still see galleons in your mod in ebonheart or seyda Neen. The Pirate ship and Elizabeth galleons are the best models I have found from Mod History Site.
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!
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!
But I like Galleons... :)
You did use the world globe in Arille's Trade House in Seyda Neen from, Morrowind Decorative Stuff Mod on Planetelderscrolls.gamespy.com but did not include the galleon in Ebonheart?
I thought you were talking about the iron dagger in the census office... on the table. It is possible to use the exotic dagger as a special item by creating a unique id and renaming the mesh. But for continuity they should all look the same... dagger, short sword, long sword, two-handed sword according to iron, steel, silver, etc.
Better Bodies and Better Heads should be included... and Abot Animations Group Silt Strider, Boats, Gondolas (ebonheart to vivic), and Gwars!
Shouldn't it be exotic dagger... right. And Imperial dagger ... left. I like the original dagger mesh in the game for ... common!
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.
There was some great clutter and Npc's in New Cities Project that was deleted or moved and changed. And alot of great additions to towns and villages were deleted in updated versions like in Caldara, Ebonheart, and Seyda Neen at the second docks.
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?
Is MW Rebirth a team project? It seems with each update there are focus on different things? Balancing, Landscape, Towns n Cities clutter, etc. And each update is drastically different. I have versions going back to New Cities Project. I don't understand deleting things that add to the atmosphere... like NPC's, chest, clutter, etc.
You should take another look at my mod Seyda Neen Census & Village v1.0, if you can find a copy. I'll be reposting it on ModDB, Nexus, and Fliggerty once I have finished the update to v2.0! Maybe I'll get more downloads once it's fixed. And before my internet connection runs out... I though it would be cut of the 1st of May since I haven't paid the bill, but it's still active???
BTB's Game Improvements is also a great mod.
Wakims Game Improvements
Morrowind Rebirth Balancing is just a custom version of these mods, which I think he did a great job on!
In this version you deleted alot of things... the row boats in Seyda Neen, moved The Evil Mudcrab Shack Tavern, added landmass to the shacks, the construction clutter in Ebonheart, (which I though the ladders and boards added to the atmosphere), the merchant stalls in Ebonheart (which you should included Merchant Buildings/Shops!) I thought the Guard Practice Range was a nice touch, but shouldn't it be in the new expanded courtyard behind the inn with the Tamriel Mission Buildings. That is where the guards hang out and they do need a barracks. The wagon and female traveler outside Ebonheart is missing. The well in Balmora replaced with a statue. This was just a quick run through ... but I don't understand deleting things that add to the atmosphere and clutter of cities and towns?
I am no one! Nor am I apart of OpenMW... nor MoodDB!
I am ... my internet connection will be cut off 1st of the month in May. It has been a pleasure being friends with you!
Since I'm losing my internet connection soon ... I can't sorry! :-( But wish you well with the updates. See ya in 6 months!
The helmet is amazing! Where is this cave located?
Thanks for the links! I'm looking forward to your release... any news on it?
I would hide these in dwemer ruins... for sure!
I remember this game ... great! Haven't played it in years ... but very urban combat! Glad to see that someone is bring this back ... Cybris Hill!
I love Suran's new docks ... will there be any ship or galleon resources? And the wooden docks across from Suran ... is a good locatiobn for MadMax Galleon? But I never like the Nobleman and his riddle game to get the ship?
I also have a core set of Mods that I always play like ... Better Bodies, Better Heads, Better Beast, Abot Animations Silt Strider, Boats, Gondolas, etc. Necessities of Morrowind, Morrowind Crafting, Morrowind Comes Alive 5.0, Westly Race Pack, Custom Races,etc.
Unforunitaly Morrowind Rebirth is it's own individual Mod, meant to be played alone. It is like a Total Conversion in that Other Mods are not meant to be played with it. But in reality it's like an Expansion of sorts. You can tweak Morrowind Rebirth with the construction set so that you can add these Other Mods. But I doubt ModDB would allow you to post it to the internet because it will be too similar to their most popular mod, which is the only one they promote. I had something similar with MW v1.4 but decided not to post it, and work on my own creation Chronicles: Seyda Neen Census & Village v1.0 which is a broken WIP. If Transmaster released the landscape, balancing changes, and new cities as seperate .esp then it would be greatly moddifiable. But that is alot of work to undo! So we will have to stick with what we are given. It is much easier to keep building on a mod (like Tetris)to a final release in one package than it is to release each block at a time.
So I guess the final answer is ... work on your Mod. Make it compatible with the Other Mods that you play, and please post it to the internet.
Is there a changelog of all these fixes and re-balancing issues?
Morrowind was released early before it was ever finished. And it was left up to the fans to finish ... which adds to it's popularity. Bethesda was still a very small company at the time coming off the dismal sales of Battlespire and Redguard. The landmass for the Morrowind Mainland was hardcoded - which is being used by the Tamriel Rebuilt Project, but never released officially. Hince the half-hills in Silgrad Tower and Blacklight City and TR Maps 1-3.
As far as the Embassies in Ebonheart go for the Tamriel Provinces ... Skyrim Mission & Blackmarsh Mission, it something that Elder Scrolls Online is doing in releasing the whole landmass of Tamriel. You will be able travel everywhere and visit everything. I don't think making Total Conversions or rebuilding the outer provinces to be screwing up the lore. Fans want to travel from Morrowind to Blackmarsh, Elsweyer, Skyrim and Cyrodill. Which Bethesda is doing the same thing with each new game. But I still like the fans versions of these outer provinces.
Download link fixed ... already playing from MWNexus! I really like the improvements made, especially to weapons n armor, etc. But the game is playing kinda slow on my old XP, but that is expected. Will give you some advice and feedback once I explore the quest and dungeons part of the game.
There's is a Westly Master Head Pack ... but it is a huge download file. I use it with MCA 7.0 but both files are just too huge to post to ModDB in a single file with my mod. So that's why I use MCA 5.0 instead, it still uses the original heads from The Construction Set.
I agree ... Farms make the game feel more realistic and natural ... a peaceful setting among the adventuring hack n'slash mouse clicking.
A ton of gameplay changes and balancing issues, great job!
I think the updates are done in tenth degree ... v.0.9 and v2.0 and v2.1!
There will be an update DOD 3.0 to cut the text in-half, so that it will be more player friendly for Hack n Slash gamers. You are right, the sword and flintlock should be in the game - but were never included. The original files were lost for this game - hince only the text update. I have thought about getting the Quake II engine and finishing the lost levels - but how many people have a computer that still plays Quake and even XP is a dinosaur, which I still have. As for the Swamp & Village Level, you are correct they should be there own levels - depending on which direction I chose it will be fixed. I'm thinking about porting this over to Morrowind on it's own little island; so it doesn't conflict with the main game.
I will write a second Walk-Through for the second level Swamp & Village to help players through the swamp and disappearing witch and how to leave the village.
Calius Cosades in Balmora ... he was just drugie with no shirt.
I like the flow of the river and the added tower & hut. The gnarled trees and wooden ramps are a nice touch. Exactly where is this?
The Text Patch started out as Fan Fiction in a notepad file ... then I just ported it over to the game text file. I will take your request and cut the dialogue in half ... thank you for your comments.