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!
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.
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!
Will you be porting over to Open-MW? It would seem like a huge project!
I like the texture replacers, and wish you would add more like Better Bodies, Better Beast, and Better Heads. And while MSGO 3.0 is too huge to be included, there are other smaller texture replacers that can be included in a small download size. I like the polished stylized look!
Anyway, I look forward the next build ... but it is time that I leave ModDB. I wish you all well in the lands of Morrowind!
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 think that would take coding ... to change the stats when in water. Or maybe a script! I know the animation kicks in when you enter the water so a script might do the job.
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 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.
Making changes to the landscape can cause major problems when playing Other Mods ... the landmass is hardcoded like in Tamriel Rebirth. When using the editor it is okay to add things like plants and trees, but when you alter the landscape ... Other Mods will revert back to the Original Landmass. And cause clipping and gapping holes in the landmass.
Morrowind Rebirth is an Expansion that is suppose to be played alone. With little Mods with the exception of Better Bodies, Texture Replacers, etc.
Over 5,000 Profile Visits ... and no one downloads My Mods?
Bethesda Softworks can do Akivir Islands next ...
and forget Hammerfall: Sentinel Blood Sands of an Era.
Kove the Ashlander was a great character inspired by Buba Fett from Star Wars. He is a Dark Elf Bounty Hunter charged with keeping a watchful eye on the prisoners aboard the prisoner imperial galleon. Once you leave the ship and the census office you will meet him again by the cave as a look out.
All these features are in the original game released by Bethesda. And with Mods the same effects can be achieved. So what is Open Morrowind?
Is there a pic of any buildings and shops?
Is there a changelog of all these fixes and re-balancing issues?
Sea Dogs - Say what you want about the graphics and character and town models, this game took the High Seas to a whole new level. A game that I still play to this day, just for the pirate ships and roaring ocean graphics and cannons! Produced by a small Russian Company called Akella which is known for it's small quirky games has shown great potential. With the acquired rights to the Crytek Engine from Far Cry ... we hope to see great islands and ocean battles aboard Pirate Ships.
Star Trek Legacy - Receives favorable mention because of the great storyline and interweaving plot by using all the cast from the Star Trek Series ... using the four major captains to tell an overall arcing storyling throughout the centuries. The game play was choppy and slow the ships hard to control, but the story was great. If only they had used the Bridge Commander Engine or an RPG style like Star Trek Online.
I have to mention Oblivion again - because of the review and comments on Facebook.
Oblivion - Oblivion was a huge update in graphics over the morrowind game ... but what it lacked was the variety in models and textures that the mod community enjoys. Which made the game seem generic repeating the same characters, dialog, and ruins ... over and over again. And I think everyone agrees ... that the Oblivion Portal was overused too many times with the same generic buildings.
I think the dragon and garden will stay!
Hope so ... I would like to see you replace those merchant stalls with buildings and shops. Even if it means sliding the front stone wall and two towers closer to the shore at the entrance. And you need to look at some Galleon and Ship Resources around the net. And as a personal taste, I like the row boat on the left side (like in the original) instead of on the right.
Balmora has changed a lot since the vanilla game... I would like to see a more dangerous urban center, that is in ruins with trash and empty bottles in the streets, enemy NPC's. The temple needs to be raised up some on a stone foundation with steps leading up. I like the changes made to Vivic entrance. Great Job!
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???
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?
Cool ... I would like to see it. DOD is in Alpha right now for me... it be sometime this spring before I release anything. I want to have a finished project when it comes out, not a broken WIP. Love to see what you do with dod!
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!
I'm glad that the Team is still working on Tamriel Rebuilt ... and the next release Almalexia and Heartland! But if the land is already hard-coded like in Silgrad Tower and Blacklight City ... then why not go ahead and release the whole landmass. And included buildings and NPC's in future releases ... that way the moddling community can have fun playing around with it.
A great weekend playing Rebirth ... great job!
TBD - Total War - Sounds very cool and exciting. With all the different factions fighting among themselves. I wonder if it will have scripted battlefields with NPC's fighting and quest-related war tactics ... hmmm interesting! I like the new armor meshes and ridable animals, but will have to wait for an actual mod.
166 Downloads ... and no comments? And only one numberic key missing!
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.
I really like the Ebonheart from 1.4 compared to the open plaza of 1.5, perhaps a mixture of two. I really like the docks in 1.4 and could you add the WarGalleon Ship mod by Shen to the docks! It looks like an old black Pirate Ship! Or someother Galleon from the moddlers resources.
There is no link to your game ... Beezlebub? Whom I worship!