We'd rather die with honor than to live with shame
Thanks man. Enjoy!
You have to find a special crystal to enter this area. But the location of the crystal is unknown, for now!
Thanks! More stuff to come :)
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.
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.
Ah. You only need to remove the old 2.8 esps/esms, then install 2.81. If you are asked to overwrite any files, press yes to all.
Which version do you have right now?
Really nice preview guys! I'll give it a go on October 8th :)
Lol.. now that I think about it, that's 9 years ago. Time flies! Back then Seyda Neen wasn't even close to what you see now in MR. Well.. I've learned a thing or two since then ^^
Thanks! Seyda Neen has been in development for YEARS. It was the first area I began working on in 2005 (as a stand alone town expansion). I'm really happy that you like it.
I'm actually aware of the first person issues, it's just that I haven't found a solution for the problem, yet! I'll upload a hotfix when I have :)
Thanks guys! Fantastic work!
Thanks! I fixed all issues you mentioned except for the towers in Caldera. It will have to wait for another day!
Let me know if there's anything else!
I'm not sure tbh. I don't do code. It is possible that the developers of OpenMW will add new tools and stuff for modders, but again.. I can't tell for sure how complex they are and if they are going to be better than what we have right now.
It's already possible to use this mod with OpenMW, if that's what you mean.
You should overwrite all the files. It's only when you use Rebirth with, for example MGSO, that you need to press "no".
I'd go agains using it with MGSO. MGSO definitely makes the game prettier, but there's a lot of conflicts, and if you're not used to modding I would not advice you to run both MR and MGSO simultaneously.
Might be another day, tops. Depends a bit on how fast moddb manage to authorize the new file :)
Right is original Morrowind (PC), left is Morrowind with Rebirth.
Glad you like it Eric! Nope no resources are going to be in use here, the river only supports longships, viking style! (Have to honor my ancestors!)
Volumed is right, there's a lot of other mods that do this already. I wouldn't be able to implement something close to that level myself.
Read the front-page, it should contain all the information you need!
Yeah, but these meshes are far superior to those found at nexus.
I wish I could to such a thing, but I didn't make the models, I just add the meshes to the construction set. I'm limited to changing textures on meshes, I can't change the mesh itself. I might be able to find a more suitable texture instead of the wooden element, but the mesh will remain the same.
No record I'm afriad, still have 2000 BC rocks to align properly!
Boots so to speak..lol
It's being worked on!
Katanas are now slash/chop weapons. Dai-Katanas (which isn't really the right word) do already have an advantage when using them as a slash/chop weapon.
Not really, not what I know off at least.
Yes but I didn't like the model for the galleon.
The one to the right is the vanilla steel dagger. The one to the left is the replacement. The left one USES the textures and the design of the vanilla steel blade-weapons so I don't see how that could be bad? The visual design of the right dagger does NOT fit the rest of the set at all.
I added the animations a long time ago. A lot of people doesn't know about the improved Beast animations by Dirnae and that's a shame since they're awesome. That's also why I included them in the first place.
Check your inbox.. keep in mind that It's probably just 50 % of the changes/fixes.
I'm glad you liked it, I try to be lore-correct and make the additions go seamless with the vanilla game. Let me know if there's anything that doesn't look right.
So I've checked it out and Elaninde is not supposed to be a shopkeeper, it's just that he has set up a "table" where people socialize and take a drink, chat etc. Jhamondile however should not be a shopkeeper and I've removed the services that he provided. This also made me go and check his house, which had some things that needed fixing. One thing leads to another! Nice catch.
still fixing some stuff, I'll try to get it out as fast as possible!
Yes those are cool if you want head for your character, but for NPC's I use Westly' stuff (which is very true to the original heads). He's not ready with the dumner pack yet, thus I went with this replacer until then.
Sir, yes sir! I'm very active at the official mod forums, so I know a lot of stuff :D
That mod is awesome btw!
That's the point of the changes. I really like to work more on this kind of stuff to make the gameworld more "fluid" and interesting.
Now its working, got a pic up!
Thanks! Actually the current version is much better than in the picture, but I can't seem to get printscreen to work.. oh well you just have to wait for the release.
Hm I don't really see the point of buffing his stats since you don't really fight him like those I mentioned in the post above.
Yes I'm mainly thinking about adding clothes from this mod as they fit very well with the other stuff: Planetelderscrolls.gamespy.com
Agreed. This is something which is constantly being worked on. I'm putting a lot of effort into making the landscapes great and with that I'll add plenty of flora (vanilla) for you alchemists out there!
I could include some of the mods, but I'm not very fond of a lot of mods into Rebirth, I prefer to do things on my own. In this case I've already put in loads of hours to improve the spells. It seems kinda sad to throw it away atm.
What races are you thinking about? There aren't a lot of them that are especially lore-friendly. Yes there will be more creatures, one which I will preview shortly!
Thanks for the feedback, I know I'm a bit of a "lore-hero" but I think you understand!
Thanks for your post Eric,
I also think that the current ebonheart build has its flaws. Its far too "open", but all I can say is that I have plans to improve it further in 2.2. I won't however return to the old design, which I felt were too cramped and small to be a true "port".
I'm truly liked the open solution for Balmora too, but on the other hand I don't think my version is bad either. Perhaps there can be some form of compromise between the two, I'll look into it later.
I know there hasn't been much love put into Seyda Neen for a long time and the reason behind this is that I think I'm pretty much done with it. There will be some minor changes in 2.1, but nothing that will make you guys say "wow". I'll make sure to check your version tomorrow too (nothing will be included in the next version though).
I'm well aware of HELLUA, but the main reason why I don't include huge pack of weapon mods is simply because I want weapons and armor that "fit" well into the gameworld. One good example is the new dwemer weapons included in Rebirth. The have a very similar design as the vanilla weapon set and they use vanilla textures. That's my requirement for something to be included, which is quite high tbh. With that said I will continue to add weapons and armor that either complement sets or "fits" into the game well. Maces are on my list of improvements, be sure about it!
There's no sorter atm, I'm not familiar with this mod that sorts the ingredients. I'm also not sure why it would help if it's not being done to every item in the game.
I do not make use of the top mods at all to be honest. There are some mods included like Vurt's Trees, PeterBitt's Blighted Creatures and Balmora Underworld and some other small mods. Otherwise I make all of the landscaping, citybuilding on my own, using community resources when necessary. The mod doesn't contain anything that would stand out from the vanilla game or would seem to be overpowered.
Its far from complete!
Oh yes it's fixed since this patch. It's listed in the changelog! But thanks for telling me anyway. As always just let me know if you find anything else!
Well ya it's recommended to start a new game, but you should try your old save game to see if it works, just in case you know :)
Most tombstones have epitaphs so don't worry. Some may not really "fit" the gameworld, but not too far off tbh.
He's good, right? :D
It is indeed the broadsword!
Ain't possible sorry. It would take to much time to redo things all over again. This was meant to be played alongside the replacers I've listed in the frontpage.
Ye I know, but I'll fix it eventually x)
Try again, might be some temporary issue either with moddb or your webbrowser!
Or it could be plunders/warriors/commoners who went into the tombs, but somehow got trapped or cursed.
Well the Morrowind community is still going strong. We have a lot of talanted folk over at the official boards. I'm always on the hunt for new stuff & old gems!
Optional, but I can't see why someone wouldn't use it :P
Thank Saint_Jiub! Get the early version here: Tes.nexusmods.com
Yes it will!
It's way better than the vanilla, mind it's a CS render.
Check the pics here: Tes.nexusmods.com
It uses the same textures.
Well the ornaments are dragonbone, the other is scales. That's my vision anyway!
Yeah you got a point there. However I will need to test MSGO myself and see what steps that have to be followed to make it work.
I'm aware of that, but it's a bit tricky for some to get it working along with Rebirth. This will work flawlessly.
Mah not really. It's kinda common to have stalls along a canal.
Like it says in the description, its opinial. You dont have to use it :)
Thanks! It's an ongoing project. Hmm I don't really have any plans to quit so expect a lot of new stuff in the months to come!
Ofc. I don't always list it in the changes but It's a work in progress really. There's a lot of floaters and missaligned stuff that screams for fixing.
Yupp I haven't done much about the Forts yet. Mostly added railings and a few crates and stuff. This is Ebonheart, or the "frontyard" of it :)
Use Wyre Mash
It will be able to repair your saves to match the new version. Thus you don't have to wait for 2.0 :P
Just gotta love the MW community who made so many new creatures and variations!
It's not my work, still it's far better than vanilla.
Thanks! Glad you like it :)
I love this song, so f*cking epic! I can't describe the feeling, but there's something sci-fi about it. Like Invasion Battle of LA. Well keep it up.
It could be used as modders resources, so I thought why not :)
Thanks! Ye I could never compete with TR, that team and thier maps are just epic. And, they are compatible with Rebirth!
Expect a new version soon..
I will upload an updated esp for this specific issue in a few days, hopefully tomorrow or Monday.
I have some movies here on moddb.
Also this: Youtube.com
It wont be for sale cause it's a 6th house armor, which is quite forbidden to trade with. You'll just have to kill em to get it! Be aware that they're VERY high level encounters.
The issue is that I'll add other files to in the updates, like new textures & meshes. It will be a lot of issues for ppl if I just include the esp.
Yes I can fit more detail into that, I just started ;)
Thanks. It's still WIP so expect much more details :)
No not atm. There's a lot of ppl who upload this file all over the net. It would be really confusing getting patches here & there with diffrent numbers & diffrent content. I'd like to keep it under control.
Next patch will be 1.2 then I will make a larger one just before Skyrim comes out, 2.0.
Ye ofc :)
Lols, quite a good joke though :P
Lol, it's a construction set screenshot :)
Thank you Booman! Next version will be even better, trust me.
That sounds like a good idea, perhaps you should install the textures first, then my mod! Otherwise you might get some issues, just a hint :)
Nah it doesn't, perhaps it will in the future with the Morrowind Code Patch, but it does seem distant. The best way to get good frame rates in Morrowind is to have a decent CPU.
I've got the same feelings for Morrowind vs Oblivion. I've said to myself, no longer than two months for the 1.0 version. So about the end of May :) More info soon.
Thank you! Yeah It does take a lot of time, but it's fun doing it! :)
Thanks for your feedback, it will come to great use!
Yes there's a mod that adds a 3D map of Vvardenfell (and a ring, with the same functions), in which you can activate for fast traveling around the Island.
It's not a requirement, but the Ascadian Isles are built around it in my CS. I don't know how it will look without it! Besides vurts replacer is excellent :)
Yeah I know, it's just a quick thing I threw togheter.. Actually it's caputured with FRAPS! :)
Well I'll send you a new version soon booman. I've moved the statue a bit northwest towards the middle of the rich quarters, it's an ideal placement :)
Thanks all! Keep in mind that all my screenshots are from the constuction set. Things will look far better in-game :)
Ye you bet, and I've not yet shown you guys the best pics ;)
You don't have to download em if you don't like to and no they are not included. It's only my recommendation to get em, it's totally worth it!
Upload it on imageshack or similar, then post me the link in a PM. I'm having issues with my e-mail.
I'm not sure how it's layed out in the MGSO window.. But you shouldn't run it with grass, that doesn't work yet. Regarding the trees.. Im using Vurts Ascadian Isles II, Vurts Bitter Coast I, Vurt's Leafy West Gash II, Vurts Grazelands I. As I said, I'm not sure how the MGSO console looks so I'm not sure the tree options are named in that fashion.
Ya I've put a lot of thought into it, thanks!
Redisigned Vivec is a great mod and it's very true to the devs early concept art.
I only placed the shield and one of the swords (pegasus-gear), I'm actually thinking of removing the shield since it doesn't fit very well with the rest of the game. All of the new weapons, armors, creatures and everything else are carefully placed, either guarded or hidden. I've gone to great lenghts to balance the game throughout other game-changes like making it harder to enchant, more expensive to train your skills, crimes are punished more sevearly, more locks, deadlier traps, reduced the chance to get expensive loot, fires will actually hurt you, you can no longer jump from cliffs without risking life and limb.. and so on. I don't think I've had anyone telling me it has been too easy, rather that the game has become harder.
Well done indeed. Looking forward to future updates!
Just for you: Moddb.com :]
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.
Yepp that's correct, you don't need to download the recommended ones. Let me know if there's anything else, enjoy!
It's a wicked bump-mapped mushroom lol, it looks kinda strange in the construction set :P
Depends on which mods..
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
Near Khuul. It's in a small hold for the Imperials.
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!
I won't implement his mods but they will work togheter. Be aware though that many of my fixes are similar to his.
It will, don't worry!
I will take a look at it for sure! Thanks for the feedback!
Ya those will be included in 1.9 and 2.0, no worries :)
SO basiclly you think that I should recreate daggerfall? Otherwise I can't include the medusa? ha ha ha.. I ain't gonna live forever man.
Ya I'm quite sure I have to put the medusa like a special encounter. Any suggestion in what env I should put her?
What kind of followers would be fitting for a medusa?
Perhaps I'll delete it later on, we'll see.
It's lore-correct so why not?
I put a text in the description field to make things clear, guess you didn't see it. "A creature that could be encountered in Daggerfall". So ya it can be found in Elderscrolls universe.
Besides, that Treant is only a unique encounter. Kill it and you won't see it again.
Ya that's np really. I use them too :)
They will work, but it's not recommended. You will have to use Wrye Mash to repair your save-games. Check it out here: Uesp.net
Be aware that there's a readme attached to that site, if you like additional info.
No problem, enjoy!
Try to run the morrowind.exe as an admin!
I plan to remove any changes done in Solstheim. This will make Rebirth fully compatible with "Tomb of the Snow Prince" :)
Also, what about Fadril's Shack? Is the marker set too high?
Fixed levitating nord and redguard.
Go the the NPC tab, double click on ID "feril salmyn" to see his NPC details (keep this window open). Now go to the clothing tab and find the shirt you are talking about. Drag and drop the shirt in feril salmyn's inventory, then press the save button below. Close "feril salmyn" NPC window, and save your changes.
This is a bug caused by Rebirth, so thanks for the info.
You have to start the construction set with the Morrowind Rebirth 2.8 esp activated. When that's loaded and ready, navigate in the menu to "gameplay", then "settings". Find the setting called "iTrainingmod". Double-click on the value of iTrainingmod (which is 30 in Rebirth), and change it to something which suits you. Higher values will increase the cost of training. Lower values will decrease the cost of training.
When you're done. Close the setting-window, and don't forget to save your changes before you close the construction set again.
I can't do anything with mounts, sorry. But there's already a mod that let you ride guars (if that's what you're looking for).
This mod will probably never work with any other version than the one recommended. It has to do with scripts, dialogue etc being written in English.
Hm. I have no idea. It's Fulgore who's the creator of Balmora Underground. I haven't seen him around for a while, but I'll ask him when he returns.
You obviously need the game first and foremost (Morrowind + the expansions). Download this mod; Then follow this simple guide I made: Moddb.com
I might move the shacks a bit apart in a later update, but it's not a top-prio right now.
The haunted tower will be moved to another location, but not as far as the wastelands. It's definitely too close to the rest of the village as it is though.
Wierd! They shouldn't really conflict at all, I only changed the prices of clothing items lol. Better clothes works for me :/
Did you try without Rebirth?
Won't happen. I do not intend to merge this with a load of mods, I want things to be unique in Rebirth rather than taking ideas from others, resources excluded (and they have to be somewhat lore-correct).
Nope sorry it won't..
You're talking about nexus? It's free to register.
Nope not yet, but I still have plans to add them to the game. I guess it will have to wait until I'm done with the Ascadian Isles.
Read the headline again: New Steel Dagger Replacement (Left) Old (Right).
The complicated one is the vanilla steel dagger..
original game updated - overhaul so to speak.
I will Eric, I also wan't to add even better textures to the pack I've already uploaded.
I wish you well and hope to see you back soon!
aragorn? haha what?
Strange, did you put all files in Morrowind/Data Files?
I'll take another look at it for sure, thanks for the suggestion!
You don't bother me at all. I'm happy that you show interest in my mod. Like I said before let me know if there's anything that need fixing! And I agree, the composers made some really neat tracks!
There's no issues using this with TR! Happy gaming :)
Lol its constructs that I've added, not real dwemer..
Du måste göra det via MGE (Morrowind Graphics Extender), när du genererar statics. Ska finnas en options för "grass density percentage", att sätta detta till 0 ska räcka. Hör av dig om det hjälpte!
1.4 är ute!
Morrowind Rebirth won't replace any textures. It will add new models for the trees though. Other than that you can choose yourself..
Then you have missed a lot of content. Well here you go:
Thaks guys, glad someone likes what I've done. I swear next version will be super awesome :)
Booman: Hard to say, perhaps 50 hours a month. I really don't know! :
I could, but it's not the final product. Though you don't have to wait long for the whole package! :)
I have no idea how you managed to do that lol. It works fine in my tests.
Here's some really high quality texture replacers if you're interested.
Well not to begin with, but when it's released people are free to make it compatible with whatever version they might use. Then I'd love to include it in the main download or as a separate download. :)