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

Comment History  (150 - 180 of 1,234)
trancemaster_1988
trancemaster_1988 Jan 7 2014, 7:41am replied:

There is no need for that: Nexusmods.com :)

+1 vote     mod: Morrowind Rebirth 2.71
trancemaster_1988
trancemaster_1988 Jan 6 2014, 11:07am replied:

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!)

+3 votes     media: WIP
trancemaster_1988
trancemaster_1988 Jan 6 2014, 8:16am replied:

No drastic changes done in the expansions, just fixed some floaters and minor bugs.

+2 votes     mod: Morrowind Rebirth 2.71
trancemaster_1988
trancemaster_1988 Jan 4 2014, 2:33pm replied:

The master esm beta is just a patch that fixes errors, it doesn't do any changes to run speeds etc. If you download TES Advanced Mod Editor (http://planetelderscrolls.gamespy.com/View.php?view=other.detail&id=53) you can remove any setting changes I've done in Rebirth.

+1 vote     mod: Morrowind Rebirth 2.71
trancemaster_1988
trancemaster_1988 Jan 4 2014, 2:30pm replied:

There will be a lot of changes. Me and Fulgore will be working on this one togheter, expect to see major landscape alterations along with more plants, trees rocks and stuff like bandit camps, aragonian tribes and all that lol.

Along with the BC overhaul there will probably be a lot of other goodies (yes that includes the suran docks).

+2 votes     mod: Morrowind Rebirth 2.71
trancemaster_1988
trancemaster_1988 Jan 4 2014, 1:01pm replied:

Like Unbeholden already said, I won't add personality to any NPCs' as it's covered by other projects. I have however altered dialogue to fit better with the new stuff added in Rebirth. I've also corrected several descriptions that were incorrect.

+2 votes     article: [NEWS] Feedback and suggestions: Part 2
trancemaster_1988
trancemaster_1988 Jan 4 2014, 12:11pm replied:

2) So you mean that I should focus more on a specific area before moving to the next one?

4) I'd like to make it even harder, but I doubt everyone would like it that way.

+2 votes     article: [NEWS] Feedback and suggestions: Part 2
trancemaster_1988
trancemaster_1988 Jan 4 2014, 12:09pm replied:

I'd love to have more NPC's around, I really would. The only problem with adding more NPC's is that you'll loose a lot of frames per second. I think we'll just have to wait until OpenMW is ready!

+3 votes     article: [NEWS] Feedback and suggestions: Part 2
trancemaster_1988
trancemaster_1988 Jan 4 2014, 12:05pm replied:

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.

+2 votes     article: [NEWS] Feedback and suggestions: Part 2
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 Jan 4 2014, 12:01pm replied:

I know it's a lot harder with this mod, although that was my intention from the start!

I'll fix the Colovian Fur gloves in the next update, suprised that I didn't notice that one lol.

+2 votes     article: [NEWS] Feedback and suggestions: Part 2
trancemaster_1988
trancemaster_1988 Jan 4 2014, 4:02am says:

Really cool stuff, keep up the great work!

+2 votes     media: AEE Hastati
trancemaster_1988
trancemaster_1988 Jan 3 2014, 8:48am replied:

The only way you can fix this issue is by removing the bump map from all the rock meshes. I did this myself sometime ago, but I had no time to finish them all. Now it seems to be the perfect time to finish that task. Should be ready today or tomorrow, keep an eye open in this conversation.

+2 votes     mod: Morrowind Rebirth 2.71
trancemaster_1988
trancemaster_1988 Jan 2 2014, 9:06am replied:

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?

+1 vote     download: [RELEASE] Morrowind Rebirth 2.6
trancemaster_1988
trancemaster_1988 Jan 2 2014, 1:45am replied:

No, the problem is that you're not using the code-patch. Without that some texture effects will be super bright and shiny lol.

+2 votes     mod: Morrowind Rebirth 2.71
trancemaster_1988
trancemaster_1988 Jan 1 2014, 1:36pm replied:

Also make sure you're using the code-patch.

+2 votes     mod: Morrowind Rebirth 2.71
trancemaster_1988
trancemaster_1988 Jan 1 2014, 1:00pm replied:

Do you use MGE XE? The textures might not work properly without it. Give it a try!

+1 vote     mod: Morrowind Rebirth 2.71
trancemaster_1988
trancemaster_1988 Jan 1 2014, 12:15pm replied:

I don't think Seyda Neen needs another overhaul really. It's supposed to be a pretty small village. Much has changed since new cities project lol, I suggest downloading the old Seyda Neen expansion on PES then compare it to the current Morrowind Rebirth build ^^

+2 votes     article: [NEWS] Feedback and suggestions: Part 2
trancemaster_1988
trancemaster_1988 Dec 29 2013, 1:59pm replied:

No, it won't break the lore, but I don't want to include the main landmass. And I'm positive I won't have any permission to do so either. Besides it's far from completed and it would be a huge mess updating with every new release. I think they deserve the credit for their own creation rather than being included in a mod-pack.

Like i stated previously, I do not intend to turn this into a a huge mod-pack loaded with diffrent mods, they can be downloaded separately if needed. I do appreciate your feedback though.

+4 votes     article: [NEWS] Feedback and suggestions: Part 2
trancemaster_1988
trancemaster_1988 Dec 29 2013, 1:44pm replied:

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).

+4 votes     article: [NEWS] Feedback and suggestions: Part 2
trancemaster_1988
trancemaster_1988 Dec 29 2013, 8:14am replied:

Read the front-page, it should contain all the information you need!

+1 vote     download: [RELEASE] Morrowind Rebirth 2.6
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 Dec 28 2013, 7:20pm replied:

Glad you like it. It's still a work in progress, so expect to see some changes in the final version!

+4 votes     media: WIP
trancemaster_1988
trancemaster_1988 Dec 28 2013, 7:13pm replied:

Are you using the GOTY version?

+1 vote     article: Installation & requirements
trancemaster_1988
trancemaster_1988 Dec 28 2013, 7:11pm replied:

I'd say no, it will work better with MGSO.

Try this mod with MGE XE first before using MGSO: Nexusmods.com

+2 votes     mod: Morrowind Rebirth 2.71
trancemaster_1988
trancemaster_1988 Dec 28 2013, 5:20am says:

Keep up the good work, love the campaign-map!

+2 votes     mod: Ancient Empires Elysium
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 27 2013, 5:33am replied:

The ebony crossbow is inside an ancestral tomb, won't tell which one!

+2 votes     mod: Morrowind Rebirth 2.71
trancemaster_1988
trancemaster_1988 Dec 27 2013, 5:31am replied:

Hm.. it should work without doing any edits, have you tried changing the loadorder?

I know it's a mess removing stuff from rebirth... I don't think removing the conflicting cells will do it (don't forget the transport ship you arrive in), you probably have to remove any edits to the NPC's inside the census buildings too.

+2 votes     mod: Morrowind Rebirth 2.71
trancemaster_1988
trancemaster_1988 Dec 26 2013, 3:06pm replied:

Try removing these files, if you have them.

- "XNetch_Bull.NIF"
- "XNetch_Betty.NIF"

These can be found in "Morrowind/Data Files/Meshes/r

+2 votes     mod: Morrowind Rebirth 2.71
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