We'd rather die with honor than to live with shame

Comment History  (30 - 60 of 1,336)
trancemaster_1988
trancemaster_1988 Dec 28 2014, 6:49am replied:

Thanks! You too :)

+1 vote   download: [RELEASE] Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Dec 11 2014, 10:37am says:

Woho I made it. Thanks everyone :)

+3 votes   article: Top 100 Mods of 2014 are here!
trancemaster_1988
trancemaster_1988 Nov 26 2014, 2:49pm replied:

Thank you very much for your feedback! I'll give you a proper response in a few days (swamped right now..).

+1 vote   article: [NEWS] Feedback and Suggestions: Part 3
trancemaster_1988
trancemaster_1988 Aug 26 2014, 8:18am says:

Fixed!

+3 votes   media: Found any bugs? Let me know!
trancemaster_1988
trancemaster_1988 Jun 26 2014, 1:24pm replied:

Soon TM

+1 vote   article: Changelog (very outdated)
trancemaster_1988
trancemaster_1988 May 28 2014, 9:46am replied:

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).

+2 votes   download: [PATCH] Morrowind Rebirth 2.71
trancemaster_1988
trancemaster_1988 Dec 29 2013, 3:52am replied:

Send the content of your warnings.log in your morrowind folder. That would help immensly.

+1 vote   download: [RELEASE] Morrowind Rebirth 2.6
trancemaster_1988
trancemaster_1988 Nov 23 2013, 10:34am replied:

Nope

+1 vote   download: [RELEASE] Morrowind Rebirth 2.5
trancemaster_1988
trancemaster_1988 Nov 6 2013, 3:08am replied:

It's still lively over at the official forums: Forums.bethsoft.com :)

+4 votes   article: [RELEASE] Morrowind Rebirth 2.5
trancemaster_1988
trancemaster_1988 Oct 10 2013, 11:15am replied:

Nope it's a "closed beta". See description: "Why should I choose you?"

+1 vote   media: Get a chance to try 2.5 before everyone else!
trancemaster_1988
trancemaster_1988 Aug 22 2013, 5:09am replied:

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).

+4 votes   media: New Splashscreen Art: The Ascadian Isles
trancemaster_1988
trancemaster_1988 Aug 17 2013, 5:11am replied:

Probably some random error. Morrowind isn't known to be very stable.

+1 vote   article: Installation & requirements
trancemaster_1988
trancemaster_1988 Jul 22 2013, 10:48am replied:

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.

+3 votes   media: Something isn't right here..
trancemaster_1988
trancemaster_1988 Jul 10 2013, 2:58pm replied:

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.

+1 vote   download: [RELEASE] Morrowind Rebirth 2.31!
trancemaster_1988
trancemaster_1988 Jul 10 2013, 2:48pm replied:

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.

+1 vote   download: [RELEASE] Morrowind Rebirth 2.31!
trancemaster_1988
trancemaster_1988 Jun 23 2013, 11:04am says:

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! :)

+1 vote   download: [RELEASE] Morrowind Rebirth 2.3!
trancemaster_1988
trancemaster_1988 Jun 22 2013, 5:40pm replied:

Yepp that will be no problem. The only difference is that the folder is located somewhere else than C/Program Files.

+1 vote   media: Morrowind Rebirth 2.3 released - Spread the word!
trancemaster_1988
trancemaster_1988 May 15 2013, 5:23pm replied:

Agreed.

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.

+4 votes   media: New Steel Dagger - Left, Old Steel Dagger - Right
trancemaster_1988
trancemaster_1988 Apr 27 2013, 6:17am replied:

Mohaha.. I hope I'll have it done for tomorrow or monday. LOADS of additions and fixes.

+1 vote   article: [PREVIEW] Morrowind Rebirth 2.2!
trancemaster_1988
trancemaster_1988 Apr 21 2013, 5:05pm replied:

I won't. If anything things will feel more natural in 2.2 :)

+1 vote   media: Banner/Sign for the new Taverns
trancemaster_1988
trancemaster_1988 Apr 20 2013, 5:34am replied:

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 :)

+1 vote   article: [PREVIEW] Morrowind Rebirth 2.2!
trancemaster_1988
trancemaster_1988 Apr 19 2013, 6:53am replied:

Probably not. Main quest Enhancers might work, you'll have to try and see for yourself.

+1 vote   article: [PREVIEW] Morrowind Rebirth 2.2!
trancemaster_1988
trancemaster_1988 Mar 14 2013, 7:57am replied:

Thanks for the nice comment! More content soon to be previewed!

+1 vote   download: [RELEASE] Morrowind Rebirth 2.11
trancemaster_1988
trancemaster_1988 Mar 5 2013, 12:34pm replied:

Really? Hm I'll have to check that out.

+1 vote   download: [RELEASE] Morrowind Rebirth 2.1!
trancemaster_1988
trancemaster_1988 Mar 5 2013, 8:15am replied:

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.

+1 vote   download: [RELEASE] Morrowind Rebirth 2.1!
trancemaster_1988
trancemaster_1988 Mar 4 2013, 11:09am replied:

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!

Trance

+1 vote   article: [RELEASE] Morrowind Rebirth 2.1!
trancemaster_1988
trancemaster_1988 Mar 3 2013, 4:58pm says:

I've contacted moddb staff to solve the issue, although its a pretty common issue the first day or two.

+1 vote   download: [RELEASE] Morrowind Rebirth 2.1!
trancemaster_1988
trancemaster_1988 Mar 3 2013, 7:55am replied:

I hope you'll feel it's awesome! If you don't, let me know why!

+1 vote   media: 2.1 released!
trancemaster_1988
trancemaster_1988 Feb 21 2013, 5:34am replied:

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.

+2 votes   media: 2.1 coming soon!
trancemaster_1988
trancemaster_1988 Feb 16 2013, 11:54am replied:

I've actually already added 3 new types of dremora lords and 2 types of seducers. However more might come later on.

+2 votes   media: Specific NPC/Creature that should be stronger?
trancemaster_1988
trancemaster_1988 Feb 13 2013, 6:31pm replied:

You don't have to wait for long!

+1 vote   media: Today I got bored
trancemaster_1988
trancemaster_1988 Feb 12 2013, 10:21am replied:

I have no idea, I just found it on google..

+2 votes   media: How to prevent players from getting rich?
trancemaster_1988
trancemaster_1988 Feb 3 2013, 6:38pm replied:

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.

+4 votes   article: [NEWS] Community Feedback
trancemaster_1988
trancemaster_1988 Jan 14 2013, 3:30pm says:

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 :)

+1 vote   media: 3 Hours
trancemaster_1988
trancemaster_1988 Nov 2 2012, 9:04am replied:

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.

+1 vote   media: Grass for Morrowind Rebirth 1.9 by Hordane
trancemaster_1988
trancemaster_1988 Sep 21 2012, 6:44pm says:

I think the troll is a bit shy!

+2 votes   media: Say cheese!
trancemaster_1988
trancemaster_1988 Aug 15 2012, 3:06pm replied:

Don't thank me, thank nzdawghaus! He made it, I just put it in-game! :)

+1 vote   media: Dressed for success?
trancemaster_1988
trancemaster_1988 Apr 22 2012, 6:31pm replied:

Its indeed very much alive! Even more now when Skyrim's out!

+1 vote   article: [RELEASE] Morrowind Rebirth 1.7!
trancemaster_1988
trancemaster_1988 Feb 9 2012, 6:40am replied:

Yes they are. I try to be so lore correct as possible.

+1 vote   media: Don't wanna mess with this dude.
trancemaster_1988
trancemaster_1988 Jan 9 2012, 10:13am replied:

Nope that's not a priority.

+3 votes   media: Riekling Variations
trancemaster_1988
trancemaster_1988 Jan 7 2012, 7:58pm replied:

"Somebody stole your sweetroll? "

+1 vote   media: Soup & Muffin
trancemaster_1988
trancemaster_1988 Dec 14 2011, 2:27pm says:

Thanks guys! Next version will make things even better.

+1 vote   download: [RELEASE] Morrowind Rebirth 1.4!
trancemaster_1988
trancemaster_1988 Nov 22 2011, 7:41pm replied:

Thanks man!

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!

+2 votes   media: Black Glass
trancemaster_1988
trancemaster_1988 Oct 16 2011, 5:09am says:

Welcome to moddb Tranwiz :D

+1 vote   mod: Deus Ex Machina - A Steampunkyish Mod
trancemaster_1988
trancemaster_1988 Oct 8 2011, 5:10pm says:

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 :)

+1 vote   download: [PATCH] Morrowind Rebirth 1.2 B
trancemaster_1988
trancemaster_1988 Oct 4 2011, 4:48am replied:

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!

+1 vote   media: Two of the new high level artifacts in 1.3!
trancemaster_1988
trancemaster_1988 Sep 18 2011, 1:15pm replied:

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

+2 votes   download: [RELEASE] Morrowind Rebirth v 1.2
trancemaster_1988
trancemaster_1988 Jul 25 2011, 5:05pm says:

Aha I got it wrong. Yes you do.

+1 vote   article: Preview 1.2
trancemaster_1988
trancemaster_1988 Jul 6 2011, 9:11am replied:

Hmm I use a lot of diffrent replacer packs. I could list them when I've got time :)

+4 votes   member: trancemaster_1988
trancemaster_1988
trancemaster_1988 Jun 6 2011, 1:32pm replied:

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.

+1 vote   article: [RELEASE] Morrowind Rebirth 1.0!
trancemaster_1988
trancemaster_1988 Mar 10 2011, 6:24pm replied:

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.

+1 vote   media: WIP 9
trancemaster_1988
trancemaster_1988 Mar 9 2011, 5:47am replied:

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.

+1 vote   media: WIP 9
trancemaster_1988
trancemaster_1988 Mar 2 2011, 4:16am replied:

It won't be long!

+1 vote   media: Battle Music 02
trancemaster_1988
trancemaster_1988 Mar 1 2011, 4:40pm replied:

I do have some tracks, you can choose yourself what tracks to use or not. Most of them are pretty diffrent from the original.

+1 vote   media: Morrowind Title Track "Final"
trancemaster_1988
trancemaster_1988 Feb 21 2011, 5:06pm replied:

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.

+1 vote   article: Saturday with (IN) Trance 02/19
trancemaster_1988
trancemaster_1988 Feb 20 2011, 5:50am says:

It will be impossible to ensure that everybody's happy. This guy ain't jeremy soule..

+1 vote   media: Morrowind Title Track
trancemaster_1988
trancemaster_1988 Jan 17 2011, 1:12pm says:

Shishkinbar:
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.

Booman:
Ofc the bars will still be open. I only plan to do this with shops and some Manors. I'll keep the homes unchanged.

+1 vote   article: Sunday with (IN) Trance 01/16
trancemaster_1988
trancemaster_1988 Jan 10 2011, 4:35pm says:

Bump mapping, normal and specular mapping is possible through the Morrowind Code Patch. It didn't really work that well until that were released.

+1 vote   article: Saturday with (IN) Trance 01/05
trancemaster_1988
trancemaster_1988 Jan 10 2011, 1:24pm says:

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.

+2 votes   article: Sunday with (IN) Trance 01/09
trancemaster_1988
trancemaster_1988 Dec 24 2014, 7:05am replied:

Hey!

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.

+1 vote   download: [RELEASE] Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Dec 23 2014, 4:34am replied:

Added! Enjoy :D

+1 vote   mod: Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Dec 22 2014, 3:05pm replied:

Does MGSO come with a windows glow plugin? If so, try to deactive it, and see if that helps.

+2 votes   mod: Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Dec 22 2014, 1:25pm replied:

Cool stuff! Thanks for letting me know :)

+1 vote   mod: Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Dec 21 2014, 3:23pm replied:

I'm not that into load-order stuff tbh.. Sorry I can't be of more help to you.

+1 vote   mod: Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Dec 18 2014, 6:45am replied:

known*

+1 vote   mod: Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Dec 18 2014, 5:14am replied:

It's a know bug with OpenMW and MR. The OpenMW team will solve it eventually.

+1 vote   mod: Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Dec 17 2014, 5:48pm replied:

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.

+1 vote   media: Morrowind Rebirth - The Trailer
trancemaster_1988
trancemaster_1988 Dec 17 2014, 5:46pm replied:

Thank you very much Nitakiro! I really hope you'll enjoy 2.9 :)

+1 vote   download: [RELEASE] Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Dec 17 2014, 5:45pm replied:

Both are to some extent (minor issues), but I do not recommend them unless you have a really powerful computer.

+1 vote   download: [RELEASE] Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Dec 17 2014, 5:03am replied:

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.

+1 vote   media: Morrowind Rebirth - The Trailer
trancemaster_1988
trancemaster_1988 Dec 14 2014, 6:29pm replied:

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?

+1 vote   media: AEE: RW - new campaign with all Roman factions.
trancemaster_1988
trancemaster_1988 Dec 14 2014, 7:40am replied:

Cool! Enjoy :)

+2 votes   download: [RELEASE] Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Dec 14 2014, 7:40am replied:

It already works with OpenMW :)

+2 votes   mod: Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Dec 14 2014, 7:38am replied:

I recommend you to start a new game with 2.9.

Oh and it's just me right now ^^

+2 votes   mod: Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Dec 13 2014, 7:42am replied:

Check this article: Moddb.com

Let me know how it goes!

+3 votes   download: [RELEASE] Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Dec 12 2014, 3:02pm replied:

Thanks!

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.

+7 votes   media: Enjoying the view
trancemaster_1988
trancemaster_1988 Dec 12 2014, 2:54pm says:

Nice!

Is it possible to improve terrain textures on the campaign map, or is that hardcoded?

+2 votes   media: AEE: RW - new campaign with all Roman factions.
trancemaster_1988
trancemaster_1988 Dec 12 2014, 12:10pm replied:

All mods work with MGE or MGE XE. I suggest you get MGE XE: Nexusmods.com

+2 votes   mod: Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Dec 10 2014, 9:37am replied:

Thank you!

+1 vote   media: It's time for moddb mod awards!
trancemaster_1988
trancemaster_1988 Dec 6 2014, 6:47am replied:

Reflect is pretty powerful tbh (25 % chance that incoming hostile spells will be reflected back at their caster)

+2 votes   media: Crown of Torment
trancemaster_1988
trancemaster_1988 Dec 4 2014, 5:40pm replied:

Thanks!

+1 vote   media: It's time for moddb mod awards!
trancemaster_1988
trancemaster_1988 Dec 4 2014, 9:55am replied:

I don't know yet. But it won't be easy to obtain, that much I can tell.

+5 votes   media: Crown of Torment
trancemaster_1988
trancemaster_1988 Nov 29 2014, 5:49am replied:

No, but the Island is very diffrent regardless :)

+3 votes   mod: Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Nov 29 2014, 5:48am replied:

Nope!

+3 votes   mod: Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Nov 21 2014, 4:55pm says:

Really cool stuff!

+2 votes   media: AEE: RW MAP
trancemaster_1988
trancemaster_1988 Nov 4 2014, 9:57am replied:

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 :)

+3 votes   media: Fixed handles
trancemaster_1988
trancemaster_1988 Jan 24 2015, 3:38am replied:

Yepp!

+3 votes   media: Random
trancemaster_1988
trancemaster_1988 Jan 11 2015, 5:45pm replied:

If you mean when you install Morrowind, yes.

+1 vote   article: Installation & requirements
trancemaster_1988
trancemaster_1988 Oct 19 2014, 9:22am replied:

You're welcome!

+1 vote   download: [RELEASE] Morrowind Rebirth 2.81
trancemaster_1988
trancemaster_1988 Oct 8 2014, 3:44pm replied:

Yeah I'll probably add a shop or two. I think that would spice things up a bit.

+2 votes   media: Next target: Vos
trancemaster_1988
trancemaster_1988 Sep 18 2014, 11:19am says:

Hell yes! Fantastic work guys!

+2 votes   article: OpenMW 0.32 has arrived. Over 100 issues fixed!
trancemaster_1988
trancemaster_1988 Aug 25 2014, 2:42pm replied:

Roger that. I'll check it out! :)

+3 votes   media: Found any bugs? Let me know!
trancemaster_1988
trancemaster_1988 Aug 12 2014, 5:11pm says:

Fantastic work guys :)

+7 votes   article: OpenMW Version 0.31 Released
trancemaster_1988
trancemaster_1988 Jul 25 2014, 3:00pm says:

Hang in there! It gets worse before it gets better.

+2 votes   article: New obstacles. Release can be delayed
trancemaster_1988
trancemaster_1988 Jun 8 2014, 4:44pm replied:

Hm I might do that later! First I'd like to complete what I've started in Vvardenfell.

+4 votes   media: What would you like to see next?
trancemaster_1988
trancemaster_1988 Jun 6 2014, 10:31am says:

You guys also failed to notice something :D

+1 vote   media: Test Character
trancemaster_1988
trancemaster_1988 May 7 2014, 1:09pm replied:

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.

+3 votes   media: Balmora
trancemaster_1988
trancemaster_1988 Mar 20 2014, 4:01pm replied:

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) :)

+2 votes   media: 2.7 BETA avaliable at nexus, please give it a try!
trancemaster_1988
trancemaster_1988 Feb 14 2014, 11:51am replied:

I'm not yet sure on how to implement these. Hmm..

+3 votes   media: Shiny
trancemaster_1988
trancemaster_1988 Feb 8 2014, 4:11am replied:

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.

+5 votes   media: Can you spot the difference..
trancemaster_1988
trancemaster_1988 Feb 7 2014, 6:00am replied:

Vanilla
- Rocks that bleed into one another.
- Texture seams and jagged terrain.
- Bad vertex shading.
- No foliage/details.

Rebirth
- 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.

+7 votes   media: Can you spot the difference..
trancemaster_1988
trancemaster_1988 Jan 4 2014, 12:04pm replied:

Thanks for the great feedback myxale!

+2 votes   article: [NEWS] Feedback and suggestions: Part 2
trancemaster_1988
trancemaster_1988 Dec 28 2013, 5:16am says:

Really nice work, keep it up.

+1 vote   media: Legionary Centurion
trancemaster_1988
trancemaster_1988 Dec 24 2013, 8:45am says:

Wow, thanks guys and thanks to the Morrowind community. This wouldn't be possible without you!

+11 votes   article: Mod Of The Year 2013 Editor Choice
trancemaster_1988
trancemaster_1988 Dec 13 2013, 10:22am replied:

I might upload it next week along with 2.6. It still needs some testing :)

+3 votes   media: Fooling around with vanilla textures
trancemaster_1988
trancemaster_1988 Dec 11 2013, 11:01am replied:

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.

+1 vote   article: [NEWS] Progress Report
trancemaster_1988
trancemaster_1988 Nov 8 2013, 6:30pm replied:

No specifics. If you find a bug, vanilla or rebirth-related, just let me know!

+2 votes   media: Let me know if you have any issues with 2.5!
trancemaster_1988
trancemaster_1988 Nov 6 2013, 3:51pm replied:

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.

+1 vote   download: [RELEASE] Morrowind Rebirth 2.5
trancemaster_1988
trancemaster_1988 Oct 23 2013, 1:23pm replied:

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.

+2 votes   media: Removed some bad vertex shading - can you spot it?
trancemaster_1988
trancemaster_1988 Sep 29 2013, 2:42pm replied:

Nope, no quest. But I will try add a topic for it in Pelagiad (I don't know much about dialogue lol).

+3 votes   media: Outpost Renius
trancemaster_1988
trancemaster_1988 Sep 16 2013, 12:39pm says:

Can't wait..

+1 vote   media: OpenCS is becoming reality.
trancemaster_1988
trancemaster_1988 Sep 11 2013, 3:38pm replied:

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.

+1 vote   media: What do you think about game balance with 2.41?
trancemaster_1988
trancemaster_1988 Aug 31 2013, 1:30pm replied:

For me everything lies in the details! Expect a lot more stuff like this!

+1 vote   media: One of many fixes..
trancemaster_1988
trancemaster_1988 Aug 13 2013, 4:33pm says:

Thanks for a great mod!

+2 votes   download: Firey Explosion Mod 2.6 Beta
trancemaster_1988
trancemaster_1988 Aug 7 2013, 12:28pm replied:

Ha! "In Trance We Trust"!

+1 vote   media: MR v 2.4: See description. Help playtest!
trancemaster_1988
trancemaster_1988 Jul 18 2013, 4:25am says:

Great work for sure, looks so much better than vanilla!

+5 votes   media: Coming soon
trancemaster_1988
trancemaster_1988 Jul 17 2013, 5:51pm replied:

Bow is correct, adamantium longbow!

+4 votes   media: Something isn't right here..
trancemaster_1988
trancemaster_1988 Jul 5 2013, 6:03pm replied:

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.

+1 vote   article: [NEWS] Feedback and Suggestions: Part 1
trancemaster_1988
trancemaster_1988 Jun 30 2013, 4:40am replied:

There is. Dialogue/topics, names etc are all diffrent in other language packs.

+2 votes   article: Installation & requirements
trancemaster_1988
trancemaster_1988 Jun 26 2013, 7:50am replied:

My bad, It's the one file that you should delete. I'll correct my description!

+1 vote   article: [RELEASE] Morrowind Rebirth 2.31!
trancemaster_1988
trancemaster_1988 Jun 26 2013, 5:37am replied:

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!

+1 vote   download: [RELEASE] Morrowind Rebirth 2.31!
trancemaster_1988
trancemaster_1988 Jun 22 2013, 2:25pm replied:

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.

+1 vote   download: [RELEASE] Morrowind Rebirth 2.3!
trancemaster_1988
trancemaster_1988 May 16 2013, 3:16pm replied:

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.

+1 vote   media: What would you like to see in 2.3?
trancemaster_1988
trancemaster_1988 May 8 2013, 4:13pm replied:

just overwrite and use wrye mash to repair your save-game: Uesp.net or simpler start a new game.

+1 vote   article: [RELEASE] Morrowind Rebirth 2.2!
trancemaster_1988
trancemaster_1988 Apr 29 2013, 5:59pm replied:

No need. All mods will work with OpenMW!

+7 votes   media: Open MW v 0.23.0 released.
trancemaster_1988
trancemaster_1988 Apr 21 2013, 7:54am replied:

Nope! There's already good ones out there for original taverns :)

+3 votes   media: Banner/Sign for the new Taverns
trancemaster_1988
trancemaster_1988 Apr 9 2013, 3:57am replied:

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.

+3 votes   download: [RELEASE] Better Textures - Landscapes 1.0
trancemaster_1988
trancemaster_1988 Apr 8 2013, 8:59am replied:

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.

+3 votes   download: [RELEASE] Better Textures - Landscapes 1.0
trancemaster_1988
trancemaster_1988 Apr 1 2013, 8:00pm replied:

Nope. I've been working on balancing and fixing vanilla bugs. I'll continue my work on Ebonheart in a day or two.

+1 vote   media: Ebonheart WIP
trancemaster_1988
trancemaster_1988 Mar 25 2013, 8:42am replied:

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 :)

+3 votes   media: Ebonheart WIP
trancemaster_1988
trancemaster_1988 Mar 18 2013, 6:04pm replied:

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.

+1 vote   media: What do you think about the mod so far?
trancemaster_1988
trancemaster_1988 Mar 17 2013, 2:23pm replied:

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.

+2 votes   media: What do you think about the mod so far?
trancemaster_1988
trancemaster_1988 Mar 8 2013, 2:22pm replied:

It will work with the old savegame!

+2 votes   download: [RELEASE] Morrowind Rebirth 2.11
trancemaster_1988
trancemaster_1988 Mar 3 2013, 4:55pm replied:

Thanks!

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.

+1 vote   download: [RELEASE] Morrowind Rebirth 2.1!
trancemaster_1988
trancemaster_1988 Mar 1 2013, 5:20am replied:

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..

+2 votes   media: Aware of the forum section?
trancemaster_1988
trancemaster_1988 Feb 28 2013, 8:03am replied:

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.

+1 vote   media: Bugs/issues? This is the time to let me know!
trancemaster_1988
trancemaster_1988 Feb 27 2013, 1:35pm replied:

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.

+1 vote   media: Bugs/issues? This is the time to let me know!
trancemaster_1988
trancemaster_1988 Feb 22 2013, 12:26pm replied:

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!

+2 votes   media: Under sun and sky Outlander, we greet you warmly..
trancemaster_1988
trancemaster_1988 Feb 19 2013, 6:56am replied:

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.

+5 votes   media: 2.1 coming soon!
trancemaster_1988
trancemaster_1988 Feb 15 2013, 7:51pm replied:

Any suggestions to what combinations you'd like to see?

+2 votes   media: Specific NPC/Creature that should be stronger?
trancemaster_1988
trancemaster_1988 Feb 15 2013, 5:43pm replied:

I also buffed

* Trebonious (Guild of Mages)
* Orvas Dren (Kingpin)
* Varus Vantinius (Imp Grandmaster)
* Furius Acilius (Lord's Mail)

+2 votes   media: Specific NPC/Creature that should be stronger?
trancemaster_1988
trancemaster_1988 Feb 15 2013, 5:22pm replied:

Actually I did make some changes to him for 2.1 already. Beware, he'll be much stronger! ^^

+2 votes   media: Specific NPC/Creature that should be stronger?
trancemaster_1988
trancemaster_1988 Feb 13 2013, 6:29pm replied:

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!

+1 vote   media: Here's vanilla for comparison
trancemaster_1988
trancemaster_1988 Jan 22 2013, 7:10pm replied:

It is possible but it would require a lot of scripting, something that I'm not able to do. Perhaps in the future!

+3 votes   article: [NEWS] 2013
trancemaster_1988
trancemaster_1988 Jan 12 2013, 3:51pm replied:

The area to left will actually be a market. You may not notice it, but there's some overhangs just next to the wall.

+1 vote   media: 3 Hours
trancemaster_1988
trancemaster_1988 Dec 7 2012, 4:00pm replied:

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.

+1 vote   article: [PATCH] Morrowind Rebirth 2.01!
trancemaster_1988
trancemaster_1988 Dec 1 2012, 1:30pm replied:

Check the latest news-post for more info!

+1 vote   media: Making a small patch for 2.0, release next week!
trancemaster_1988
trancemaster_1988 Nov 24 2012, 5:27am replied:

Indeed!

+1 vote   media: Uploading 2.0!
trancemaster_1988
trancemaster_1988 Nov 10 2012, 9:36am says:

Awesome. Keep it up!

+6 votes   article: Version 0.19.0 Released
trancemaster_1988
trancemaster_1988 Oct 22 2012, 7:19pm replied:

If you check the other pic you may have found hell!

+2 votes   media: RIP
trancemaster_1988
trancemaster_1988 Oct 22 2012, 12:42pm replied:

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.

+1 vote   media: Shield and sword in v 2.0
trancemaster_1988
trancemaster_1988 Oct 20 2012, 4:37am replied:

I'm aware if it. It would however be better if fixes were official rather than inofficial. That's just my cup of tea.

+3 votes   media: Such a huge release.. Multiply that by 10 = MR 2.0
trancemaster_1988
trancemaster_1988 Oct 19 2012, 5:53pm replied:

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.

+7 votes   media: Such a huge release.. Multiply that by 10 = MR 2.0
trancemaster_1988
trancemaster_1988 Oct 16 2012, 6:21am replied:

Oh I've already previewed this creature before. My intention were to get ppl to read the first page news.

+1 vote   media: Feedback please, check the news on front page!
trancemaster_1988
trancemaster_1988 Oct 5 2012, 6:03pm says:

The mesh pack images or the images in general?

+2 votes   download: [ADD-ON] Mesh Pack 1.1
trancemaster_1988
trancemaster_1988 Oct 2 2012, 3:35pm replied:

Its quite big actually. Sewers, cavesystem, dwemer ruins and some hidden areas.

+4 votes   media: Morrowind Rebirth 2.0: Balmora Underground
trancemaster_1988
trancemaster_1988 Oct 2 2012, 7:59am replied:

Thanks Vulpes!!

+1 vote   media: Morrowind Rebirth 2.0
trancemaster_1988
trancemaster_1988 Sep 26 2012, 3:02am replied:

Press "HD" and see which part you think is 2012 x) But ya its to the right.

+4 votes   media: 2002 vs 2012
trancemaster_1988
trancemaster_1988 Sep 18 2012, 4:22am replied:

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.

+2 votes   download: [RELEASE] Morrowind Rebirth 1.9!
trancemaster_1988
trancemaster_1988 Aug 28 2012, 4:38am says:

Looking awesome, well done guys. Keep it up!

+6 votes   article: OpenMW 0.17
trancemaster_1988
trancemaster_1988 Aug 23 2012, 3:21pm replied:

Yes

+1 vote   media: Rebirthed
trancemaster_1988
trancemaster_1988 Aug 13 2012, 6:31am replied:

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

+1 vote   media: MR 1.9 BETA! DL-LINK IN DISCRIPTION!
trancemaster_1988
trancemaster_1988 Aug 12 2012, 2:10pm replied:

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

+1 vote   media: MR 1.9 BETA! DL-LINK IN DISCRIPTION!
trancemaster_1988
trancemaster_1988 Jul 22 2012, 3:36am replied:

Yepp it is custom made by *SGU*TheDestiny. It's ofc inspired by Skyrims weaponry, but looks much better in my opinion.

+1 vote   media: New meshes and textures for Imperial Weapons
trancemaster_1988
trancemaster_1988 Jul 5 2012, 5:12pm says:

Well done indeed. Looking forward to future updates!

+3 votes   media: OpenMW Version 0.16.0 Commentary
trancemaster_1988
trancemaster_1988 Jul 5 2012, 2:41am replied:

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.

+1 vote   media: Details.. again!
trancemaster_1988
trancemaster_1988 Jul 2 2012, 5:22pm replied:

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

+1 vote   media: Ebonheart Plantation
trancemaster_1988
trancemaster_1988 Jun 27 2012, 8:42am replied:

Nah some random creature that I had included Rebirth 1.0, but due to an animation error I decided to exclude it.

+1 vote   media: Any issues with the latest patch?
trancemaster_1988
trancemaster_1988 Jun 26 2012, 9:23am replied:

I will take a look at it, thanks for the suggestion!

+2 votes   download: [CHANGELOG] Morrowind Rebirth 1.0 - 1.9
trancemaster_1988
trancemaster_1988 Apr 22 2012, 6:24pm replied:

It will fit nicely in Solstheim.

+4 votes   media: Hill Giant
trancemaster_1988
trancemaster_1988 Apr 6 2012, 4:43pm says:

Thank Saint_Jiub! You can try the stand-alone version here: Tes.nexusmods.com

+2 votes   media: High Res Armors by Saint_Jiub
trancemaster_1988
trancemaster_1988 Mar 15 2012, 1:24pm replied:

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".

+2 votes   media: Dwemer Armor Replacer (Opinial)
trancemaster_1988
trancemaster_1988 Mar 12 2012, 1:29pm replied:

Ya It's just a random name I came up with. I could rename it anytime!

+1 vote   media: Dwemer Repair Bot
trancemaster_1988
trancemaster_1988 Mar 5 2012, 4:08am says:

Looks awesome, keep it up!

+2 votes   article: First Environmental Showcase
trancemaster_1988
trancemaster_1988 Feb 23 2012, 2:41pm replied:

It really is amazing. Gotta thank Bahamut for converting it to MW! And Jojjo for the model and textures!

+2 votes   media: New Dragonbone Armor - Ingame pic from PES
trancemaster_1988
trancemaster_1988 Feb 20 2012, 3:42pm replied:

Its not in-game. I used this picture to get the message through lol :P

+1 vote   media: New Forum
trancemaster_1988
trancemaster_1988 Feb 10 2012, 12:49pm replied:

In total from 1.0-1.6 or just in 1.6?

+2 votes   media: Mesh Improvement
trancemaster_1988
trancemaster_1988 Feb 5 2012, 5:26pm replied:

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.. :)

+1 vote   article: [PREVIEW] Morrowind Rebirth 1.6
trancemaster_1988
trancemaster_1988 Feb 3 2012, 9:02am replied:

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.

+2 votes   media: Thieves Guild Armor
trancemaster_1988
trancemaster_1988 Jan 29 2012, 6:54am says:

Love the detailwork, nice job!

+1 vote   media: Armory List
trancemaster_1988
trancemaster_1988 Jan 29 2012, 6:53am says:

That's pretty awesome!

+1 vote   media: Mystic
trancemaster_1988
trancemaster_1988 Jan 26 2012, 2:26pm replied:

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.

+1 vote   download: [RELEASE] Morrowind Rebirth 1.5!
trancemaster_1988
trancemaster_1988 Jan 19 2012, 4:07am says:

Lol, well I don't plan to do anything about the Gnisis Fort, so I won't have that issue ;)

+1 vote   media: Ebonheart Council Chambers
trancemaster_1988
trancemaster_1988 Jan 8 2012, 6:08am replied:

Dont have to use it.

+1 vote   media: Ghostgate
trancemaster_1988
trancemaster_1988 Dec 3 2011, 12:19pm replied:

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.

+2 votes   article: [RELEASE] Morrowind Rebirth 1.4!
trancemaster_1988
trancemaster_1988 Dec 1 2011, 7:39am replied:

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.

+2 votes   article: [RELEASE] Morrowind Rebirth 1.4!
trancemaster_1988
trancemaster_1988 Nov 15 2011, 6:54pm replied:

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!

+2 votes   media: ...
trancemaster_1988
trancemaster_1988 Nov 3 2011, 2:30pm replied:

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

+2 votes   media: Balmora Overview
trancemaster_1988
trancemaster_1988 Nov 1 2011, 3:15pm replied:

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.

+1 vote   media: Shopping in Balmora
trancemaster_1988
trancemaster_1988 Oct 31 2011, 1:13pm replied:

Yepp!

+1 vote   media: New trees and stuff
trancemaster_1988
trancemaster_1988 Oct 28 2011, 4:16am replied:

They're just as tall as the vanilla Dwemer ghosts :)

+1 vote   media: Dwemer Variation
trancemaster_1988
trancemaster_1988 Oct 25 2011, 4:01pm replied:

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.

+1 vote   media: Comparison, check desc for larger image.
trancemaster_1988
trancemaster_1988 Oct 24 2011, 9:02am replied:

Nah we won't, it will be more of "hidden" travel system.. but only 2-3 gates spread across the daedric ruins!

+1 vote   media: Random
trancemaster_1988
trancemaster_1988 Oct 24 2011, 6:08am replied:

Yeah it should work just fine with steam.

+1 vote   article: [RELEASE] Morrowind Rebirth 1.3!
trancemaster_1988
trancemaster_1988 Oct 20 2011, 2:31pm replied:

Nope!

+1 vote   media: Random
trancemaster_1988
trancemaster_1988 Oct 20 2011, 1:38pm replied:

Aight, thanks for the feedback. I will fix those issues right away.

+1 vote   download: [RELEASE] Morrowind Rebirth 1.3
trancemaster_1988
trancemaster_1988 Oct 13 2011, 1:42pm replied:

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 :)

+1 vote   media: WIP 22
trancemaster_1988
trancemaster_1988 Oct 13 2011, 1:41pm replied:

I have no idea really. They were released as a modders resource, which I ofc had to include :)

+1 vote   media: New Creatures
trancemaster_1988
trancemaster_1988 Oct 12 2011, 11:22am replied:

Haha thanks! I hope you'll enjoy the next patch too :)

+1 vote   article: Preview 1.3
trancemaster_1988
trancemaster_1988 Oct 3 2011, 4:15am replied:

It's a shield! And I won't take credit for the design as it's a modders resource, but yeah it's awesome ^^

+1 vote   media: One of the new high level artifacts in 1.3!
trancemaster_1988
trancemaster_1988 Sep 28 2011, 4:46am replied:

Have you talked to GoodGuy?

+1 vote   group: The Dance of the Dragons Group
trancemaster_1988
trancemaster_1988 Sep 6 2011, 4:26pm replied:

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.

+1 vote   media: Morrowind Rebirth: Ingame
trancemaster_1988
trancemaster_1988 Jul 4 2011, 6:26pm says:

Nah, it's one of the missing imperial agents, he will be found dead. Can't spoil the entire story ;)

+1 vote   media: WIP 21
trancemaster_1988
trancemaster_1988 Jun 27 2011, 4:15am says:

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.

+2 votes   article: [RELEASE] Morrowind Rebirth 1.1!
trancemaster_1988
trancemaster_1988 Jun 21 2011, 4:50pm replied:

Thanks! I will try your mod sometime, it looks great. When I get time to play xD

+1 vote   article: Preview 1.1
trancemaster_1988
trancemaster_1988 Jun 17 2011, 6:23pm replied:

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!

+1 vote   download: Morrowind Rebirth v 1.1
trancemaster_1988
trancemaster_1988 Jun 7 2011, 7:10am says:

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 :)

+1 vote   article: Morrowind Graphics and Sound Overhaul Video
trancemaster_1988
trancemaster_1988 Jun 6 2011, 2:16am replied:

It's not a graphical replacer mod.. :P

+1 vote   media: Rebirth is close!
trancemaster_1988
trancemaster_1988 May 6 2011, 2:23pm replied:

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 :)

+2 votes   media: WIP 13
trancemaster_1988
trancemaster_1988 May 6 2011, 2:20pm replied:

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 :)

+1 vote   article: Preview for next version!
trancemaster_1988
trancemaster_1988 May 6 2011, 2:09am replied:

I will ask a friend modder to remove that shoulder plate, thanks for the advice :)

+1 vote   media: WIP 13
trancemaster_1988
trancemaster_1988 Apr 29 2011, 3:24pm replied:

Ye credit goes to beckett! You should be real proud of your work. I really enjoy what you've done :)

+2 votes   media: MW Rebirth - Molag Amur
trancemaster_1988
trancemaster_1988 Apr 27 2011, 11:43am replied:

Thanks & I agree with you mate. I will try to make it even better for 1.0 :)

+1 vote   media: WIP 12
trancemaster_1988
trancemaster_1988 Apr 2 2011, 3:33pm replied:

I agree.

+1 vote   media: WIP 11
trancemaster_1988
trancemaster_1988 Apr 2 2011, 2:05pm replied:

I thought people knew by know that this is screenshots from the construction set.

+2 votes   media: WIP 10
trancemaster_1988
trancemaster_1988 Mar 25 2011, 12:49pm says:

There's already a mod for that :P

+1 vote   media: WIP 10
trancemaster_1988
trancemaster_1988 Mar 23 2011, 6:42am replied:

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

+1 vote   media: WIP 10
trancemaster_1988
trancemaster_1988 Mar 14 2011, 5:22pm replied:

Ye well it's vanilla stuff, mostly. But they didn't used to be there before, and thanks!

+1 vote   media: WIP 10
trancemaster_1988
trancemaster_1988 Mar 5 2011, 11:54am replied:

Haha, I know the feeling. We'll hope it goes better in Morrowind Rebirth ;)

+1 vote   media: WIP 7
trancemaster_1988
trancemaster_1988 Mar 2 2011, 4:37pm says:

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 :)

+1 vote   article: Announcement
trancemaster_1988
trancemaster_1988 Feb 27 2011, 5:03am replied:

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 :)

+1 vote   media: Morrowind Title Track "Final"
trancemaster_1988
trancemaster_1988 Feb 26 2011, 9:25am replied:

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".

+1 vote   media: Morrowind Title Track "Final"
trancemaster_1988
trancemaster_1988 Feb 12 2011, 8:23am replied:

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 :)

+1 vote   media: Morrowind Title Track
trancemaster_1988
trancemaster_1988 Feb 9 2011, 12:27pm replied:

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.

+1 vote   media: WIP 5
trancemaster_1988
trancemaster_1988 Feb 7 2011, 4:46pm replied:

Yeah it's gone for the time being, perhaps I'll include it later if I can make it blend in naturally.

+1 vote   article: Monday with (IN) Trance 02/7
trancemaster_1988
trancemaster_1988 Feb 1 2011, 4:46am replied:

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 :)

+1 vote   article: Monday with (IN) Trance 01/31
trancemaster_1988
trancemaster_1988 Jan 29 2011, 7:08am says:

There's no retextures besides the new comberry & the requirements for Vurt's Ascadian Isles replacer ^^

+1 vote   media: Preview: Bitter Coast
trancemaster_1988
trancemaster_1988 Jan 25 2011, 9:32am replied:

Thanks! :)

+1 vote   media: Trailer 2
trancemaster_1988
trancemaster_1988 Jan 17 2011, 4:00am says:

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 ;)

+1 vote   article: Sunday with (IN) Trance 01/16
trancemaster_1988
trancemaster_1988 Jan 10 2011, 6:05pm says:

Yes it is. Though it will be placed inside a dwemer ruin, not outside as in this picture lol :)

+1 vote   media: WIP 4
trancemaster_1988
trancemaster_1988 Jan 9 2011, 11:29am says:

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 :)

+2 votes   media: Battle Music 02
trancemaster_1988
trancemaster_1988 Jan 6 2011, 1:15pm says:

I'm trying ^^ thanks!

+2 votes   media: WIP 4
trancemaster_1988
trancemaster_1988 Jan 6 2011, 1:07pm says:

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 :)

+1 vote   article: Saturday with (IN) Trance 01/05
trancemaster_1988
trancemaster_1988 Dec 24 2010, 3:31pm says:

Neat! Will there be an automatic installer?

+4 votes   article: Christmas Release Update
trancemaster_1988
trancemaster_1988 Dec 18 2010, 5:54pm says:

Actually it's an old screenshot, it's much better in its current state ;)

+1 vote   media: WIP 2
trancemaster_1988
trancemaster_1988 Dec 17 2010, 5:18pm says:

No not really, it's just a preview of some of the new stuff.. the Templar Shield was not included in the vanilla game.

+1 vote   media: WIP 3
trancemaster_1988
trancemaster_1988 Dec 14 2010, 2:44pm says:

Thank you! I hope you'll like it when it's released! :)

+1 vote   article: Preview: Caldera
trancemaster_1988
trancemaster_1988 Dec 2 2010, 12:20am replied:

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.

+1 vote   article: Preview: New stuff
trancemaster_1988
trancemaster_1988 Dec 1 2010, 4:29am says:

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.

+1 vote   article: Preview: New stuff
trancemaster_1988
trancemaster_1988 Nov 18 2010, 7:04pm says:

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)

- Trance

+2 votes   mod: Morrowind Rebirth 2.9
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