We'd rather die with honour than to live with shame
I don't think it will work with morrowind 2011.
Yes, and the expansions.
I wouldn't recommend someone who have never played morrowind to fiddle around with both MGSO and Rebirth at the same time, there's too many things that can go wrong. I myself think that vanilla MW with mesh replacers looks way better than MGSO, but that's just my opinion.
Like I said, I think it's best to either go with MGSO or Rebirth, not both.
Cool stuff. The rocks have normals too, right? Looks that way!
Oh.. well seems like I have a lot of work to do ^^
Well I can't register cause I have no other e-mail adress but hotmail lol. However with that said I wish to reply to "Zini" somehow.
I'm aware that there's no "save button" in OpenCS and I don't think "explicitly modify" as true in this case. Lets say I do the following:
1. I select the spell window.
2. I double click the "cost" field for "wrath of odos", but without changing the variable, then I move on to check another spell.
3. It's now listed as modified even though I didn't actually change something.
This is why I see it as troublesome. Sometimes you just click the wrong field, then it will forever be listed as modified. Sure it's great with a tool that will make it easy to remove records that you don't want to be edited, however it can get nasty if you're dealing with hundreds of spells.
Enjoy the mod and let me know if you encounter any issues!
It's a know issue in Rebirth 2.5. It will be fixed in the next patch. I'll deploy that one as soon as I possibly can!
Nope sorry it won't..
OpenCS looks great to be honest. Will be much less time consuming to complete a lot of tasks. However I do have one suggestion. Without changing any variable in say "wrath of odos", it will still be listed as "modified" (in vanilla you have to press save). I can see this being potentially problematic as this would cause a LOT of conflicts. What if it things only were listed as "modified" if you actually changed something? Keep up the good work!
Yeah I would like to fix such issues too, but this project won't add or fix any quests in the foreseeable future, due to lack of experience in that department. Perhaps later on!
I have no idea if there's a bonus actually. There's always new stuff that can be added, but I don't think bronze and gold armors should be placed into the gameworld for diffrent reasons.
I'm in the process of balancing all weapons (again...). This time I won't really focus their damage stats (alrady done a pass on that), now I'm trying to rebalance wieght/health. I might do something for maces later on!
My plan was to release a patch this week, but since I just started with the pass on weapon balance I think I need a bit more time. I'd say around mid-dec.
I think its impossible to add new bound stuff, its hardcoded.
Yeah some things are not super realistic. Although it wouldn't make much sense to make the silver bow do less damage + cost more than a steel bow. Silver has always been the upgrade from steel in vanilla mw (both armor and weapons), I just continued on that path.
Crossbows will be overhauled in the next patch due to more crossbows being implemented (silver, ebony, deadric).
Next patch should be ready in a few days.
New Argonian Bodies - Mature
New Khajiit Bodies - Mature
More Better Clothes
Westly's NPC Replacer
Illegal Dwemer Trading MW
Nasty Camonna Tong
TLM - Light Sources (Natural Water)
TLM - Ambient Light + Fog Update
Just copy/paste in google, and add "Morrowind" (Example: Illegal Summoning Morrowind) after, then you should find all these pretty easily.
Yeah I'm aware of those. I'll try upload a patch, I've been working on, tomorrow. This patch will fix those issue + a bunch of others!
Check the readme included in the download package!
Sorry for being so slow to reply, several irl issues..
I'll take all suggestions into consideration, so thanks!
Intel i5 (4 cores)
Nvida 670 TI OC
16 gb RAM: Corsair Dominator 2133 mhz
Win 7 64-bit
The problem is not that I haven't already done the necessary changes, but that they have to be tweaked a bit every now and then based on the information that I get. Also there's new scripts with every new version, based on what me and fulgore adds to the gameworld.
In most cases you just need to learn how to use wrye mash and you won't have to start a new game.
No, that area will be left as is. I'm talking about the area by the odai river up to Gnaar Mok and beyond. I've heard of that mod. Probably won't end up in the BC overhaul, but perhaps in a later stage.
First off there will be a small update fixing some issues with the latest patch, then me and Fulgore will start on a Bitter Coast overhaul :)
Hm.. wierd. I'll just clean any edits done to Pelagiad and Addamasartus from the "Morrowind Rebirth 2.5 - Morrowind Patch 1.6.5 Beta [Rebirth Edit].esm", that should fix the "flora_grass_02" problem.
Thanks for the other reports. I wasn't aware of that the door to Meldor's place didn't work, but I noticed that floating doors during a playthrough lol.
A update will be released shortly with fixes for all the issues + some others that I noticed.
Hm, do you get that error all the time just that once?
In any case it shouldn't do any harm. Morrowind is just wierd sometimes and produce errors out of nowhere.
I'm really happy that you enjoy the mod. A lot of time and thought were put into it and that's not all, more is coming! I'm working on a small patch that fixes some issues and completes the Ascadian Isles overhaul. With that said, let me know if you have any issues, then I'll be able to put that into the next update.
Oh, don't just thank me! Fulgore especially, and a lot of others have helped in the process too! :)
Ah, but did you check if you had a warnings log in the mw folder? Then you don't have to write down the errors :)
Did you use an old save-game when you removed MCA? That's probably why.
Yes. I can't recall any mod that conflicts with the code patch.
It's not recommended using MGSO along with Rebirth due to these types of issues.
With floating plants everywhere I assume you mean that the "grass" is floating. You do need to disable grass using the MGE XE program that came with MGSO. You can find it in your MW folder. Double click MGE XE and find the tab "distant land", then run "distant land generator wizard". You will now be given a lot of choises, just pick whatever sizes you like to have on your distand land meshes/textures, then when you've completed that step you should get to the statics tab, where there's an option for "grass density". Put that to 0, then complete the setup.
If there's any option to disable grass using the MGSO console, then use that option instead.
Pretty much re-run the distand land setup and disable grass from there.
Wierd lol! No idea what could cause this!