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

Comment History  (210 - 240 of 1,305)
trancemaster_1988
trancemaster_1988 Jan 15 2014, 1:10pm replied:

Yepp should be in the msgo menu, or you could run the "distand land generator wizard" using mge xe and set grass density to "0", that should also work.

+2 votes   mod: Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Jan 15 2014, 6:27am replied:

Hey there. Quote from the opening page: "To make Rebirth and MGSO to play along nicely you also need to deactivate "grass"."

Grass doesn't work with Morrowind Rebirth, this due to the huge amount of landscape changes. Grass is generated based on the vanilla landscape.

I plan to do some type of grass-addon for Rebirth later on, but don't expect it anytime soon (still lots of changes to be done first).

+2 votes   mod: Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Jan 15 2014, 1:07pm replied:

I would like to add more bandits, however I don't know much about scripting, so it would be hard for me to do this right now. However I might be able to solve it somehow later on.

Same thing with creatures fighting eachother.

I don't think it would be fun if every creature were idle and wouldn't attack the player on sight. I already made some creatures less hostile, like the cliffracers, but I could review this for sure to see if any additional creatures should be less hostile.

I like the idea about lairs, I really do. It's more a matter of priority. In the future I'd like to add cliffracer nest and so on, but it's going to be something for later on.

Caravans and guards. Again a good idea, but as with many of your other suggestions we still have the issue with my limited skills in scripting.

It is possible to make nights darker using the morrowind.ini. Caves/Tombs and ruins will be made darker in the future though.

+2 votes   mod: Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Jan 14 2014, 3:15pm replied:

Yepp there will be more of that stuff in the future. 2.7 will be the bitter coast overhaul, which will include a lot of new locations and NPC's.

+2 votes   download: [RELEASE] Morrowind Rebirth 2.61
trancemaster_1988
trancemaster_1988 Jan 13 2014, 3:33pm replied:

Glad it works! Let me know if there's any other issues!

+2 votes   mod: Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Jan 13 2014, 9:30am says:

Such a huge difference! Epic stuff!

+2 votes   media: Shadows on and shadows off
trancemaster_1988
trancemaster_1988 Jan 13 2014, 8:02am replied:

If thats the case you're right. I'll check it out. Thanks!

+2 votes   mod: Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Jan 12 2014, 2:12pm replied:

Hey there JBB! You too!

I'm glad you're enjoying the mod, I and others have put up a lot of effort into making this one of the best mods for morrowind (or at least trying :P)

Regarding your issues with MGSO and Balmora specificly, what trees did you choose for the west gash? In MR, every tree and stone are placed with care, and with specific hand picked models included in the MR package. This creates a problem with MR and MGSO.. some trees (in the diffrent packs) are either larger, smaller, taller etc than those trees included in MR, making them clip with stuff and so on. Try the diffrent choises and see what works best.

It should be said that I don't use MGSO myself, so I can't tell what settings you should have beyond what's already pointed out in the main page.

I hope you'll be able to solve this issue!

+2 votes   mod: Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Jan 12 2014, 1:32pm replied:

Should be up in a few hours. Just needs to be authenticated!

+1 vote   media: Hotfix this weekend
trancemaster_1988
trancemaster_1988 Jan 11 2014, 11:50am replied:

Sorry for the late reply. I'm sorry but I don't know much about scripting.

You should ask Moddb.com , he's an expert in the matter and is the creator of most scripts in rebirth!

+1 vote   member: trancemaster_1988
trancemaster_1988
trancemaster_1988 Jan 10 2014, 12:57pm replied:

So you completed the main quest with MR? If yes, any bugs/issues doing so? :)

+2 votes   mod: Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Jan 7 2014, 10:59am replied:

It's the old Solstheim Overhaul that a recommended a few months ago, so if you have that one, It would be wise to remove that plugin!

+2 votes   mod: Morrowind Rebirth 2.9
trancemaster_1988
trancemaster_1988 Jan 7 2014, 7:41am replied:

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

+1 vote   mod: Morrowind Rebirth 2.9
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 2.9
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 2.9
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 2.9
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 2.9
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 2.9
trancemaster_1988
trancemaster_1988 Jan 1 2014, 1:36pm replied:

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

+2 votes   mod: Morrowind Rebirth 2.9
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 2.9
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 Aug 13 2013, 12:39pm says:

First: Congratz on the release! Awesome work, let aside some small issues.

I know how demanding people can be, but hold yourselves in high spirits. The large majority (who doesn't even post anything here), will enjoy the work that has been done, and rightfully so.

Hej förresten!

- Trancemaster_1988, Dev of "Morrowind Rebirth".

+3 votes   article: The Current Situation
trancemaster_1988
trancemaster_1988 Feb 13 2013, 5:24pm replied:

Hm right, I'll check it out for sure! I wonder what game setting that controls the cost for filled soulgems...

+2 votes   media: How to prevent players from getting rich?
trancemaster_1988
trancemaster_1988 Sep 7 2012, 7:09am replied:

Yupp there's still a lot of people left modding Morrowind. As you say its a great game! And thanks for your nice comment!

+1 vote   article: [RELEASE] Morrowind Rebirth 1.9!
trancemaster_1988
trancemaster_1988 Sep 1 2012, 11:16am replied:

Thanks for your kind words. Yah I've put loads of time into this mod, I really have. I wouldn't even dare to tell how many hours there's been. The main reason why I'm doing such a huge rework of the game is due the the fact that I used to jump between projects, instead I merged my work and now I can focus in any type of area. Oh and good luck with your mod! Looks like you put a lot of hours there too to be honest. Cheers!

+2 votes   article: [RELEASE] Morrowind Rebirth 1.9!
trancemaster_1988
trancemaster_1988 May 29 2012, 6:42pm replied:

Read the description again: "OpenMW is a new engine for 2002's Game of the Year, The Elder Scrolls 3: Morrowind. It aims to be a fully playable (and improved!), open source implementation of the game's engine and functionality."

+4 votes   engine: OpenMW
trancemaster_1988
trancemaster_1988 Dec 23 2010, 3:44pm replied:

Thanks! I'm sure you'll like it when it's done ;)

+2 votes   mod: Morrowind Rebirth 2.9
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