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As always Awesome!
Thanks for next great release and Merry Christmas! ;-]
And Even more awesome!
About Fadril's Shack yes it's a little to high... I play as a high elf, and probably this is the reason for lower tolerance for this kind of thing..;-]
Just one more...
-Levitating Nord (Briring) at the location "Ebonheart, Skyrim Mission"
-Levitating Redguard (Kalen) in Balmora just near Caius Cosades' House
and of course this is not a bug, but maybe in the future releases it can be decorate a bit inside two towers in Ebonhearth that have non-opening door...;-P
I almost forgot one more thing... There are another door to check..:-D This time in a locality "Seyda Neen, Fadril's Shack".
I have one small request... ;-] If I good remember, You mentioned once about this great modification to "Bloodmon". Namely, "Solstheim Tomb of the Snow Prince". I would like if it's possible to maintain full compatibility this mod with your really really great modification! ;-P Just make a few small changes in the main file...
- At the beginning of the journey we fall down into the water as a marker, the door to the cabin, the bridge to the ship and a few crates levitate in the air while the remaining part of the ship is moved
-looking at the entrance to the fort when the wind blows stronger it can be seen as the wind blows out from the wall by the entrance just from the wall a flag which is hidden inside of the wall
- Looking at the first left tower after crossing the entrance to the fort and more specifically on the bottom corner it felt like the tower was carved in stone (it could be good just move a little stone)
- Looking behind the first right tower after crossing the entrance to the fort there's a need to remove a tree growing in the eastern wall of the fort
and this is probably most if not all issues in this topic ...;-P Hope that it can be do sth with it.;-]
You say, You have..;-P During further exploration I encountered another problem again in Pelagiad and again with door this time in a locality "Pelagiad, Angus: Smithy". It seems that the marker is slightly too high when we enter to the smith.
I have some new things to check...
The door leading to the location "Mausur Caverns" are partially hidden by the stone. In addition, when traveling I met levitating in the air mage (Marella) in "Pelagiad, Guild Of Mages". There is one more small issue. In Caldera are two gates and on them are Imperial Archers. Probably, The appearance of staircase / ladder / tower door will make easier the work instead of climbing like in "Assassin's Creed";-P. A small thing, but they will certainly appreciate it...:-D
It may not be the best term to identify this as a bug, but it could be nice to be able to open some wooden door. These doors are in Buckmoth Legion Fort, and lead to a house / store or something... I do not know because it's just not to open and this is the whole problem. ;-] The second issue is also linked to the door, this time the door leading to Pelagiad, Meralven's Windmill when we are going inside our hero falls slightly down perhaps marker is placed at the entrance a little too high.
Don't forget about Sotha Sil Expanded mod... Moddb.com It will be nice to keep compatibility with this mod. just can't wait to see new release.. ;-]
There is one more thing that could be added... When traveling between cities at random sometimes to meet the guards fighting bandits or members of the two hostile guild/fraction.
A little more modifications related to the caves. Maybe something like in this mod... Nexusmods.com and more portals to places like in Oblivion..;-]
new releases are always welcome [-; I'm also waiting with great impatience...!!;-P
First of all I really appreciate your project and your work, I'm glad because of the existence of such a project. There is one thing that always bothered me a little in Morrowind because I like to play with 3rd person view. I do not know if you are considering this in your project but I would like suggest to take into account that the crosshair could appear in the 3rd person. It would be nice to have a crosshair when aiming with a bow or cast a spell just like in Skyrim.
Thanks for your response and help. I hope that it does not make you a big problem... Thanks a lot again. ;-]
Hi, I have a problem with "Solstheim Tomb of the Snow Prince" in Fort Frostmoth and it's close and distant area of seeing there are things like flying trees or doors ... How can the "Morrowind Rebirth" and "Solstheim Tomb of the Snow Prince" be combined together, so that everything worked well together...? thank you in advance for your help... ;-]
It is nice to see this progress... [-; I just can't wait for final release... but I know that it will take some longer time... I hope and I know that it is worth to wait for it... [-;
1 This is a great mod, basically I like all changes ..
3 In the future I would like to see more changes to the range weapons: more new bows and crossbows used by NPCs, new types of arrows / bolts ...
I think it could be very nice to see some of the grass in the world of morrowind attached to additional esp file. It is available a whole range of different models of the animated grass for different regions. There is a possibility to use some help of the generator ... such as Morrowind Mesh Generator. I know it can be time consuming, so the grass may appear for a longer period of time maybe it will be in the release version 3.0 .. [-;
4 The new game balance, as for me went in this direction as it should.
5 Is good to see a greater variety of creatures.
6 I think it is always a good idea.
7 I think that you have done a really great job. Certainly you made joy for many fans of Morrowind. Keep it up!
as always, new release... new great job.. [-;
We look forward to the next release... I'm glad from the upcoming release.. great job!, keep it up ..!! [-;
1. What do you like about the mod?
I like the idea of this mod and the way it is made.
2. What do you not like about the mod?
So far I have no complaints. (-;
3. What do you like to see in the future?
The same thing as jamesblackheart90. It may be difficult to achieve, but in addition to increasing the level of difficulty, it could be nice to affect in some way to the same fight that fight last longer...
Also It would be really great to see the grass in Morrowind just like in MGSO.... There is something like this on the web but it is a lot out of date... [ Morrowind.nexusmods.com ]
4. What do you not like to see in the future?
It would be great if there will be no conflicts or will be cooperate with mods like Tamriel Rebuilt or Caverns Overhaul [ Morrowind.nexusmods.com ]
5. What do you think about the game balance?
Not difficult enough.
6. What do you think about the new creatures?
They are nice made...
7. What do you think about the new weapons/armor?
They are also nice made... It is good to see not overpowered and nice looking weapons...
8. Is there anything else that you'd like to talk about?
I would like to say that I am glad that Morrowind is growing after all these years... I hope that you will be for a long time developing this great project. (-;
Just check the current page .... see above in the description in FAQ.. Simple, read a note from the author about this topic... (-;
I think that it is a matter for this [https://openmw.org/en/] team. You can suggest them to do it. I think they can add it to their list of goals.
Junmasir (It's cave from Constance (companion mod..) I didn't realize about that before... sorry for bother you about this). Yes you have an absolutely right this bug near temple was caused by old save game.
Of course, If I find something I'll let you know.
I look forward to the next release... ;-]
I really enjoy your work!. Keep on with this great work.
I found a few things that can be improved. I have not read every comment so this may have been previously mentioned.
1) cave entrance (north of Gnisis)
2)levitating thing (in Ald-ruhn near temple)
3)Small error (Stairs at the entrance to Vivec)
4)levitating things (in Sadrith Mora)
5)name of the region (to Travel)
and one extra error I'm not so sure if it is from your project
it is texture error (in armor which is summoned)
Once again, great work!