We'd rather die with honor than to live with shame
Thanks! You too :)
Woho I made it. Thanks everyone :)
Thank you very much for your feedback! I'll give you a proper response in a few days (swamped right now..).
I don't think I'm going to change it back. Cliff Racers are just too damn annoying. It's not very hard to change it in the construction set, however. I might be able to give you more detailed instructions how to change it yourself, but you have to wait a few days until I'm able to do so (too busy right now).
Send the content of your warnings.log in your morrowind folder. That would help immensly.
It's still lively over at the official forums: Forums.bethsoft.com :)
Nope it's a "closed beta". See description: "Why should I choose you?"
Grab the 2.41 download. The splashscreens are included in there (extras folder). Just open the TGA (Spash 1 or 2) and convert it to jpeg. I'd use Paint.NET or Photoshop to resize the image to fit your desktop (if needed).
Probably some random error. Morrowind isn't known to be very stable.
lol it's just a preview (and it's not standing), I've not actually placed it there in the build (it will be for sale in Mournhold, but put in a container). Besides there's no such thing as a bow display rack in mw, every bow is placed plain on a table or a desk.
I think I've found the issue. The prisoner had the alarm rating set to 100, instead of 0. This probably triggered a script which lead to you getting that bounty.
The tower is an addition in Morrowind Rebirth only, you can't find it in the vanilla game.
I'm clueless how you managed to get that bounty, I have to dig a bit deeper into the matter and see if there's something that I forgot to mark etc.
As for the dialogue part, it has not yet been implemented, thus Valius and the Prisoner won't have anything to say, at least not yet. I will however fix that later on. Regard that area as a work in progress.
Thanks for letting me know anyhow. I'll do my best to make it fun and exciting and hopefully bugfree.
3. Animated Morrowind won't always work flawlessly with Rebirth, this due to it being based on vanilla and I've moved a lot of things in MR.
10. This is not needed since I have a similar approach. It will also conflict heavily with much of the balancing with creatures.
The rest should be fine! :)
Yepp that will be no problem. The only difference is that the folder is located somewhere else than C/Program Files.
Well the other parts of the steel set, like the broadsword/longsword and the shortsword has the same artistic style and texture so the new dagger blends in perfectly. It might not be fun but it will fit.
Mohaha.. I hope I'll have it done for tomorrow or monday. LOADS of additions and fixes.
I won't. If anything things will feel more natural in 2.2 :)
2.2 will be out in a few days!
The slave market was bugged in 2.0 and I didn't know about it until a few weeks ago. It will be fixed in 2.2 :)
Probably not. Main quest Enhancers might work, you'll have to try and see for yourself.
Thanks for the nice comment! More content soon to be previewed!
Really? Hm I'll have to check that out.
I can't do anything about it. It's moddb who's giving me this issue and I'm waiting for the staff solve it.
I'm really glad you liked it! As you probably can see I put a lot of effort into the mod and what I've done from 1.0 to 2.1... well lets say it's another mod.
Hopefully it will continue to grow and improve as time goes on, I have a lot of ideas and things I'd like to add before I consider it a "finished product".
Let me know if there's anything else!
I've contacted moddb staff to solve the issue, although its a pretty common issue the first day or two.
I hope you'll feel it's awesome! If you don't, let me know why!
I see it as an overhaul rather than a replacement or expansion. No I have no plans for a total conversion, my focus will be to finish this mod and improve upon it later if necessary.
I've actually already added 3 new types of dremora lords and 2 types of seducers. However more might come later on.
You don't have to wait for long!
I have no idea, I just found it on google..
Well there's a lot of stuff coming, but the main goal is to overhaul the entire Island. I made a news post a few weeks ago previewing some of the things I'll work on this year.
I'll do that.
Sorry for not updating but I simply haven't been able to work on this. However I plan to do some more work on it tomorrow :)
37 fps is just fine for a heavily modded Morrowind. I play with 25-30 fps and it's not laggy except for some areas in Balmora. Rest is a smooth ride.
I think the troll is a bit shy!
Don't thank me, thank nzdawghaus! He made it, I just put it in-game! :)
Its indeed very much alive! Even more now when Skyrim's out!
Yes they are. I try to be so lore correct as possible.
Nope that's not a priority.
"Somebody stole your sweetroll? "
Thanks guys! Next version will make things even better.
I always take great care when adding things into my mod. It shouldn't feel strange or odd, but need to fit in seamlessly. I really hope more ppl feel this way too!
Welcome to moddb Tranwiz :D
U sure you got the 1.2 patch from fileplanet and not 1.1? If you really got 1.2, here's the patch for it: Sendspace.com . Enjoy :)
No I haven't done these myself, It's the work of "Gorgonzola3000". So I won't take much more credit than placing them in-game. But yeah, they're amazing!
Hm.. yeah it seems as there's some installation issue, mostly because you have the game on steam. I wish I knew more regarding mods and steam, but I don't.
Try asking here: Forums.steampowered.com
Aha I got it wrong. Yes you do.
Hmm I use a lot of diffrent replacer packs. I could list them when I've got time :)
It won't include a lot of graphical replacers. There are some tree replacers that I mentioned in the readme, but these I added only because I had them installed when I worked with this mod in the CS.
Haha. Well it's not Ur who made it look this way in the first place, so I don't see the point really. Still that would be extremely hard to do, if even possible.
Nah I won't change it. It's far more realistic this way. It's hard to show something from this angle. Another thing is that it may look diffrent for others depending on what texture pack they're using.
It won't be long!
I do have some tracks, you can choose yourself what tracks to use or not. Most of them are pretty diffrent from the original.
No I didn't. It won't actually change a lot of graphics, rather give the game a more intense atmosphere, more detailed places and so forth.
It will be impossible to ensure that everybody's happy. This guy ain't jeremy soule..
1. I know, but I'm not sure I'll have the time to finish all the interiors in time, and I don't want to push the releasedate any further. There won't be a lot of unfinished things, just a few houses.
2. Actually there's a lot of people who do like the realism in this matter. I'm not sure yet, although it will probably not be implemented in the first release.
3-4 Great, thanks.
Ofc the bars will still be open. I only plan to do this with shops and some Manors. I'll keep the homes unchanged.
Bump mapping, normal and specular mapping is possible through the Morrowind Code Patch. It didn't really work that well until that were released.
Well actally there's a mod that does just that. I can't recall it's name but I'll keep you posted if I do find it.
Yes, but you have to make a fresh install, and follow the FAQ I posted at the frontpage. Keep in mind that this mod makes a TON of changes, so there might still be som compatibility-issues.
Added! Enjoy :D
Does MGSO come with a windows glow plugin? If so, try to deactive it, and see if that helps.
Cool stuff! Thanks for letting me know :)
I'm not that into load-order stuff tbh.. Sorry I can't be of more help to you.
It's a know bug with OpenMW and MR. The OpenMW team will solve it eventually.
Oh.. you should wait for the steam sale, rumour has it that it starts tomorrow :)
I left that in. You still have to go through that tedious process until your skill is high enough. Really nothing that can be done with it without making weapon skills completely worthless.
Thank you very much Nitakiro! I really hope you'll enjoy 2.9 :)
Both are to some extent (minor issues), but I do not recommend them unless you have a really powerful computer.
It's an overhaul of sorts. It requires the original Morrowind + expansions (Tribunal/Bloodmoon). The mod doesn't change the main plot , but adds stuff to the world like new creatures, npcs, expands the towns etc.
Yeah I can imagine. I have the same problem when modding Morrowind.. Anyway, is it something you intend to do? I mean, adding high res strat map textures?
Cool! Enjoy :)
It already works with OpenMW :)
I recommend you to start a new game with 2.9.
Oh and it's just me right now ^^
Check this article: Moddb.com
Let me know how it goes!
It's just me myself and I, but I've recieved a lot of help in the past from other modders and the MW community. I can honestly say that this mod would probably not have been possible without their help, and their resources.
Is it possible to improve terrain textures on the campaign map, or is that hardcoded?
All mods work with MGE or MGE XE. I suggest you get MGE XE: Nexusmods.com
Reflect is pretty powerful tbh (25 % chance that incoming hostile spells will be reflected back at their caster)
I don't know yet. But it won't be easy to obtain, that much I can tell.
No, but the Island is very diffrent regardless :)
Really cool stuff!
Oh. Well the door handle mesh used the wrong texture, so in-game you would see a texture that was horribly streched. I applied the correct texture to the mesh, so now it doesn't appear streched :)
If you mean when you install Morrowind, yes.
Yeah I'll probably add a shop or two. I think that would spice things up a bit.
Hell yes! Fantastic work guys!
Roger that. I'll check it out! :)
Fantastic work guys :)
Hang in there! It gets worse before it gets better.
Hm I might do that later! First I'd like to complete what I've started in Vvardenfell.
You guys also failed to notice something :D
I would love to add more stuff to Balmora. The only issue with adding more stuff is that it will cause more lag, and Balmora is pretty intense as it is.
I made several changes in most regions, but my main focus has been in the BC-region, Shegorad-region and the AI. It's hard to see all the details if you don't compare 2.7 with 2.61 (using the cs).
I also went through the enchantments, and made some adjustments where needed (most of them where OP) Rebalanced some weapons and armor-pieces too (damage/pricing) and fixed a load of bugs.
Other additions will be revealed in the final patch (and there's a lot of stuff to be revealed) :)
I'm not yet sure on how to implement these. Hmm..
There's shading, no worries. I had to turn it off in the construction set, otherwise you wouldn't be able to see all the details. I see now that I should have done this with both pictures, lol.
- Rocks that bleed into one another.
- Texture seams and jagged terrain.
- Bad vertex shading.
- No foliage/details.
- More houses/shops/shacks.
- Natural vertex shading.
- More details.
- More NPC's.
- Less seams.
I'm not even sure what to respond to this post lol.
Thanks for the great feedback myxale!
Really nice work, keep it up.
Wow, thanks guys and thanks to the Morrowind community. This wouldn't be possible without you!
I might upload it next week along with 2.6. It still needs some testing :)
Cool! I think I've fixed most issues in 2.5 already, but let me know if you find anything that doesn't seem to work as intended.
No specifics. If you find a bug, vanilla or rebirth-related, just let me know!
Yes, the expansions are actually needed for this to work
There are several edits to gameplay mechanics. You can see the now outdated and quite messy changelog in the "features" section.
I know, it's side-effect due to the removal of the bad green shading. However, it shouldn't be very noticable in-game, since you rarely see them from that angle.
In general i think the removal of the green vertex shading is a good thing, especially since most dwemer ruin pieces doesn't have such shading at all, which makes it look even worse.
Nope, no quest. But I will try add a topic for it in Pelagiad (I don't know much about dialogue lol).
Don't really know what can be done with the current engine, how to limit such use really and it would probably break a lot of the stuff mentioned in dialogue etc.
However I have done some steps to make them less viable, like removing "respawning" ingredients from vendors, made it harder to raise your skills in alchemy to prevent abuse of that skill early on. I've also cut the amount of money you can earn from self made potions by 50 %.
Regarding smithing and enchanting.. well I could make it a lot harder to earn skillpoints in those areas (thus limiting the use until you're more powerful), if anyone agrees to that type of change.
For me everything lies in the details! Expect a lot more stuff like this!
Thanks for a great mod!
Ha! "In Trance We Trust"!
Great work for sure, looks so much better than vanilla!
Bow is correct, adamantium longbow!
That will never happen though. It would require sooo much work to complete such a task, I would have to redo a lot of stuff.. I'm afraid I don't have that time.
Sure' I'll see what I can find.
There is. Dialogue/topics, names etc are all diffrent in other language packs.
My bad, It's the one file that you should delete. I'll correct my description!
Yes you have to redownload the whole package. The reason behind this is that it contained a lot of files that I didn't want to have included and besides this mod gets uploaded on several other sites that are out of my control, thus I've re-packaged the whole thing again under "2.31". It's easier for a lot of people having it this way.
I did however upload a image telling everyone that I would release an update in a few days :]
Now there won't be any more changes for quite some time!
You don't need 06 and 10, 13 (will probably conflict badly), 16 (need to rework the landscape, otherwise it won't work properly), 25 (Pretty sure it won't work well with Rebirth).
Otherwise you should be good to go.
Not all people use a specific version of better bodies, far from everyone uses better heads. Abots silt striders, boats etc doesn't work properly with the current version of Morrowind Rebirth and thus including them would break a lot of things.
just overwrite and use wrye mash to repair your save-game: Uesp.net or simpler start a new game.
No need. All mods will work with OpenMW!
Nope! There's already good ones out there for original taverns :)
Well you said it yourself, "Then out of curiosity, might I ask why make such radical changes to the landscape in the first place", did you change your mind along the way?
The changes are radical in the sense that it adds a load of stuff to every city (changes in layouts too), new creatures, new weapons, lower the value of weapons/armor etc. Most people would see that as radical.
Like I said before I won't spend my time making it compatiable with other mods. Anyone is free to do so on their own however.
You're right Eric. Like I've mentioned before Morrowind Rebirth is meant to be played alone and not being used along with a ton of other mods.
One of the main ideas behind the mod is that it will remove the need to download a lot of mods to make it more enjoyable, see it as a megamod with everything included.
I'm fully aware that a lot of people don't like the idea of these radical changes that I've done, but I'm doing this for myself (mainly) and if people don't like it, well I can't do anthing about that. I feel that people in general are positive about the mod and like my changes.
I'm always open for suggestions but I won't tailor it around other mods. I do it my way. Also remember that this is a work in progress and won't be completed anytime soon. Many things can and will change.
Nope. I've been working on balancing and fixing vanilla bugs. I'll continue my work on Ebonheart in a day or two.
I could do all those things but since I don't live forever that won't be possible x) However some of his ideas are cool.
I plan to make Ebonheart a true powerhouse with more knights, guards that wear Imperial Silver armor (new set) to make them a bit diffrent and of course more buildings/landscape improvment in that area. I won't be able to do all this for 2.2 but it's a work in progress :)
Like I said, I have no idea how I managed to create such a huge mod (mostly on my own) and still have a life lol.
The best part (for you guys) is that I just CAN'T let it go unfinished. I swear I won't be able to stop before I've overhauled the entire Island. I mean, why "waste" 2 years of work into something and not finishing it? I just don't see the point in that.
By the way, a new update will be uploaded this weekend. I've found some issues that had to be fixed + some small additions. It will work with old save-games.
I don't even know how I made it this far and I'm pretty overwhelmed with the great feedback so far. I guess that's what keeps me going. The fun part is that most of my friends can't belive that I'm a "modding-geek" as I spend a lot of my time at the gym and with friends etc. Lucky for you guys that I work with lightning speed :D
I actually have that mod in my modlist but I haven't had much time to play morrowind lately..or the last 2 years (tbh I haven't even playtested Morrowind Rebirth more than an hour or so). I will take a look at the arena mod and perhaps I'll make my own adjustments too it, I doubt I'd include it as it has a LOAD of scripts that would break doing so.
It will work with the old savegame!
Why would it encourage people? It used to be 24 hours.. having set it to the tripple amount of time I belive most people just find it boring spamming the button. Instead they might actually leave it be and play the game as it should have been done.
I'd say it's pretty similar to his mod, but I think that he went too far with some things and with others he didn't go far enough. I could apply his stuff to the mod with edits, but then it wouldn't feel like I did any effort to it and I don't want this to be a huge modpack.
Indeed, that headpack I'm using is hilarious, very strange characters but the faces are pretty high res. I'm just waiting for Westly's Dumner headpack..
It is, but It can't be merged with the Morrowind Rebirth plugin as someone suggested!
I use all the LGNPC mods in my build.
I have plans to incoporate dialogue to account for the new locations. I wan't to finish exterior/interior work first as things are not final and can/will change, thus I'd like to wait.
Thank you very much!
Nope I don't work with it IRL, I guess I just have an eye for it somehow. Just glad that people like what I've done!
Eric: I don't think I'll have time to finish it this week, but it should be ready for next weekend!
Most updates follows this structure, 1.8, 1.9, 2.0 etc (0.1 each time). Hotfixes follows another structure, 2.01, 2.02, 2.03. I'll try to keep the number of hotfixes down to a minumum as I don't like to update the mod too often. But in the case of 2.0 I made some errors that had to be fixed.
Any suggestions to what combinations you'd like to see?
I also buffed
* Trebonious (Guild of Mages)
* Orvas Dren (Kingpin)
* Varus Vantinius (Imp Grandmaster)
* Furius Acilius (Lord's Mail)
Actually I did make some changes to him for 2.1 already. Beware, he'll be much stronger! ^^
Honestly I belive people think I sit modding all day long, but I really don't, I made that river part in like 1 ½ hour (and that's probably what I spend each day working on this), or less. It goes pretty fast when you're used to it, just like any other "job". However I do put a lot of effort into it, but it's required if you want to make "quality-stuff". Glad seeing you around btw!
It is possible but it would require a lot of scripting, something that I'm not able to do. Perhaps in the future!
The area to left will actually be a market. You may not notice it, but there's some overhangs just next to the wall.
It was introduced by this mod so it's not a vanilla asset. I removed it because the texture didn't match the rest of the dwemer items. I might add it later if I find someone who can make it match texturewise.
Check the latest news-post for more info!
Awesome. Keep it up!
If you check the other pic you may have found hell!
Well one could, first you have to convert the armors that are from the community, that are approved by the author and that will fit in the game. That's pretty hard to do. Besides I don't have a clue how to convert stuff and there's not many ppl that do know how to do it.
I'm aware if it. It would however be better if fixes were official rather than inofficial. That's just my cup of tea.
Well. If you put those "fixes" into perspective. Beth have FIVE things they've fixed since the latest patch for Skyrim.. which were released like 2 months ago. In those 2 months I've done SO much more and I'm all alone doing this at my free time and really, I don't spend a lot of time on this mod. I just work fast. This picture is meant to be a bit sarcastic, how dedicated I am in comparision to those who only work for money. To me it's a scam not fixing broken games. People in general would not accept buying stuff that is broken, so why should games be excluded?
Anyways, the changelog will be about 10 times bigger.
Oh I've already previewed this creature before. My intention were to get ppl to read the first page news.
The mesh pack images or the images in general?
Its quite big actually. Sewers, cavesystem, dwemer ruins and some hidden areas.
Press "HD" and see which part you think is 2012 x) But ya its to the right.
Install instructions can be found in the readme. Just put the stuff in Morrowind / Data Files and mark the esp in the start-up menu.
Looking awesome, well done guys. Keep it up!
Ya I know of a few, but I have no idea how to alter menus in a similar fashion. Although I wouldn't just like to change the color, since that wouldn't do much of a change xd
Perhaps! I plan to get 10-15 new splashscreens until 2.0, but can't do anything about the menu. I have no skill in doing so :P
Yepp it is custom made by *SGU*TheDestiny. It's ofc inspired by Skyrims weaponry, but looks much better in my opinion.
Well done indeed. Looking forward to future updates!
Man you need some 3D glasses. The big boat is not smaller. The furthest tower is not moved away, and the dock with the little boat is not moved inward.....
If you compare the 2 pictures you'll notice that the big boat has been moved. The vertex shading has been improved. There's a new Lighthouse. The former lake in the left corner is now a small bay + many other small details.
Yeah that sounds reasonable, but.. These guys were here before the Imperials came to Morrowind. Now they have to live alongside each other. At least that's the backstory :P
Nah some random creature that I had included Rebirth 1.0, but due to an animation error I decided to exclude it.
I will take a look at it, thanks for the suggestion!
It will fit nicely in Solstheim.
Thank Saint_Jiub! You can try the stand-alone version here: Tes.nexusmods.com
I agree somewhat. I feel that the MESH of the dwemer armor could be better. It's just way to clumsy. Anyhow this retexture is great and somewhat makes you forget about the things that makes it "bad".
Ya It's just a random name I came up with. I could rename it anytime!
Looks awesome, keep it up!
It really is amazing. Gotta thank Bahamut for converting it to MW! And Jojjo for the model and textures!
Its not in-game. I used this picture to get the message through lol :P
In total from 1.0-1.6 or just in 1.6?
Thanks. Well I won't release it before Tuesday sadly. There's just too much work to be done. However next weekend might be more realistic.
And hey, you're not alone in waiting for the CK.. :)
Nope it's not a vanilla armor. It can be found over at planetelderscrolls as the "Sotonhorian".
And yeah, It's a really nice addtion. I've always felt that the thieves guild should have some special type of armor/protection.
Love the detailwork, nice job!
That's pretty awesome!
Yeah it's pretty diffrent, I like em' both really. It's not "finished" as it is, but I have plans for more stuff, hang in there. I would but I don't like those galleons really. Thanks for your input.
Lol, well I don't plan to do anything about the Gnisis Fort, so I won't have that issue ;)
Dont have to use it.
These are some good old mods, although they do have flaws. There's a few new mods in the works that try to redo animations, rules and stuff which I think is way better. I'll link these later on.
It's a bit easier with this mod, however it's a long way from being good enough. That's always been the major flaw of Morrowind. But redoing it would be very difficult since it's connected to attributes, skills etc.
Classified information sorry! To be honest I haven't encountered one myself (I don't actually play the game very often nowadays), although they have a rather cool animation, ready your weapon if u see a pile of slime!
Hm I can't really agree with your statement. I think that the dock area in Balmora is way to empty.. and since it's HQ for House Hlaalu it should have great deal of traders, shops and other things to make it feel like a place of importance. But that's just my cup of tea :P
They can't fit there in any other way. The street is to narrow to even consider any other options. Ofc it will look way better when it's done. You'll see.
They're just as tall as the vanilla Dwemer ghosts :)
Ye it's your opinion ofc :)
I think it's waaaay to blocky/spiky and causes the textures to strech to something which doesnt look like a texture.
Nah we won't, it will be more of "hidden" travel system.. but only 2-3 gates spread across the daedric ruins!
Yeah it should work just fine with steam.
Aight, thanks for the feedback. I will fix those issues right away.
Thing is that the vanilla game is quite empty and barren according to me. I really like when there's details and stuff. Play it and see what u think :)
I have no idea really. They were released as a modders resource, which I ofc had to include :)
Haha thanks! I hope you'll enjoy the next patch too :)
It's a shield! And I won't take credit for the design as it's a modders resource, but yeah it's awesome ^^
Have you talked to GoodGuy?
I agree, the issue is that fraps (which I use for in-game shots) only creates huge images, which will take a large amount of time to upload. I will however continue to upload a few every now and then.
Nah, it's one of the missing imperial agents, he will be found dead. Can't spoil the entire story ;)
It is NOT a graphical replacer. It's stated quite clearly in the description. Get Morrowind Overhaul if you like better graphics :) Besides the 2011 suck compared to MO.
Thanks! I will try your mod sometime, it looks great. When I get time to play xD
Well Rebirth ain't really a graphical replacer so that's why. But I think details make the game much better than graphics could ever do!
Be aware of that my mod Rebirth won't work well with MGSO.s grass. U might wanna disable grass before you run them togheter :)
It's not a graphical replacer mod.. :P
It's a bit diffrent with players & enemies that you'll encounter in the wilds. This specific one is a seducer that you will encounter in deadric ruins. If I remove it or not won't matter really for the player :)
It's not the Animal Realism that you can find on the net. This is something I've made from scratch, although it's kinda similar :)
I will ask a friend modder to remove that shoulder plate, thanks for the advice :)
Ye credit goes to beckett! You should be real proud of your work. I really enjoy what you've done :)
Thanks & I agree with you mate. I will try to make it even better for 1.0 :)
I thought people knew by know that this is screenshots from the construction set.
There's already a mod for that :P
There's still mushrooms. Although they're pretty far diffrent from the vanilla, but with bumpmapping & they glow nighttime.
Here's a vid with vurts trees & shrooms Youtube.com
Ye well it's vanilla stuff, mostly. But they didn't used to be there before, and thanks!
Haha, I know the feeling. We'll hope it goes better in Morrowind Rebirth ;)
Nah there's so many diffrent texture mods, and so many opinions on what's good or not. That's why I haven't included any new textues. I'm sure people will like it anyway :)
I'm sure you're not the only one. The amazing thing about Morrowind mods is that you can choose yourself what to use, or not. So people can use the new tracks if they like em', or trash em' without destroying the mod. Otherwise I wouldn't include it :)
The vanilla main theme is epic, plain and simple. It's not meant to really replace the vanilla theme, it's just another option for those who'd like to have a "new" experience".
A reminder; It's not the final version, actually the second version I got is far better and around 2 minutes. Final will be around 2 ½ min, I think :)
May be hard since it will require a lot of landscaping, and time is limited since releaseday is approaching, but perhaps in the future. Although there's a travel guide who can take you to various destinations.
Yeah it's gone for the time being, perhaps I'll include it later if I can make it blend in naturally.
Thanks! Ofc I'll continue with this project.. I've been working far too long to stop right at the finish-line, and especially when I've promised a lot of people :)
There's no retextures besides the new comberry & the requirements for Vurt's Ascadian Isles replacer ^^
Yes it is.. but then I don't trust everyone either until it's released. I don't want anyone to upload it further, and that risk will be much higher if loads of people have the chance to test it. I've also had issues with people taking credit for the mod themself etc.. so that's why I'm doing it this way.
The others only have to wait two months or so from now ;)
Yes it is. Though it will be placed inside a dwemer ruin, not outside as in this picture lol :)
Well it depends. I think rather dark tracks do fit as battle music, even though they're not very fast. It's a matter of taste I guess :)
I'm trying ^^ thanks!
Yes it is. It wasn't made by me, but I were able to include it in my mod. There used to be fast-travel markers all around the map, but I considered it to much of a cheat, so they're removed hehe :)
Neat! Will there be an automatic installer?
Actually it's an old screenshot, it's much better in its current state ;)
No not really, it's just a preview of some of the new stuff.. the Templar Shield was not included in the vanilla game.
Thank you! I hope you'll like it when it's released! :)
Hm for me it doesn't make sense that they just pop up like that. But it does make sense to give em' a source from which they "spawn". Anyway these gates will be purely esthetic and few in numbers so you'll hardly notice them.
I don't think it's that odd. The deadra must have come from somewhere, right? :) But I've only added a few inside interiors so you will hardly notice them.
It's not modular sorry. The huge landscape changes makes this impossible. Although I've got a few mods at Planet Elderscrolls which are modular (New Seyda Neen 1.5, New Caldera 1.0 & New Gnisis 1.1)