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

Comment History  (210 - 240 of 1,388)
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 May 28 2014, 7:09am replied:

I'm glad you like it, and enjoy! Cheers

+2 votes   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 May 26 2014, 8:38am replied:

Nah not really. I don't MGSO myself.. sorry.

+1 vote   download: [PATCH] Morrowind Rebirth 2.71
trancemaster_1988
trancemaster_1988 May 26 2014, 8:37am replied:

Gondoliers shouldn't be a problem. There could be some minor conflicts with boats and striders, but I'm not sure. You simply have to give it a try to see for yourself.

I actually plan to add grass, but I want to complete all the landscape changes first.

Cheers!

+1 vote   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 May 25 2014, 3:30pm replied:

I might reduce the speed of projectiles and spells somewhat. I'll run a few tests and see how it goes.

+2 votes   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 May 25 2014, 3:28pm says:

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.

+2 votes   download: [PATCH] Morrowind Rebirth 2.71
trancemaster_1988
trancemaster_1988 May 20 2014, 3:45pm replied:

1) I'll check him out!
2) Hint: It's somewhere inside the Red Lantern Inn! I might have to make that description a bit less vague
3) Nah I removed them. They are scripted (less scripts = better performance).

Cheers

+1 vote   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 May 17 2014, 1:38pm replied:

I'll upload it on Monday. You can get it here: Nexusmods.com if you don't like to wait!

+1 vote   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 May 15 2014, 2:49pm replied:

In 2.71 I'm going to double the amount of "experience" you get for each failed atempt. Hopefully that will make it a bit easier to raise the alchemy skill. Thanks for the feedback.

The price for training will remain the same for now, training should only be a last resort (and to get money for it should not really be a problem). I will keep it in mind though.

+1 vote   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 May 15 2014, 12:58pm replied:

Is your alchemy skill high enough? You will fail a lot if your skill is low, but you won't have that issue at higher levels.

+1 vote   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 May 15 2014, 9:37am replied:

72 hours = 3 days. It's the same for all merchants.

+1 vote   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 May 9 2014, 3:50pm replied:

Yeah I have plans for every region in Vvardenfell. It will take a while though ^^

+2 votes   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 May 9 2014, 11:56am replied:

Or use Uesp.net to repair your save-games. Then you won't need to start a new game each patch.

+1 vote   mod: Morrowind Rebirth 3.1
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 May 6 2014, 9:24am replied:

Deactivate Rebirth and check the Bitter Coast, you should notice a difference!

+4 votes   media: The Bitter Coast
trancemaster_1988
trancemaster_1988 May 5 2014, 4:02pm replied:

You obviously need the game first and foremost (Morrowind + the expansions). Download this mod; Then follow this simple guide I made: Moddb.com

+2 votes   media: Can you spot the difference..
trancemaster_1988
trancemaster_1988 May 3 2014, 12:33pm replied:

No wonder I wasn't able to find it lol! I'll take a look at it Eric.

+1 vote   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 May 2 2014, 3:01pm replied:

Yeah perhaps later. In the middle of exams :)

+2 votes   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 May 2 2014, 2:59pm replied:

Hm... I don't have that issue. Could you provide me with a screenshot?

+1 vote   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 Apr 30 2014, 10:28am replied:

Check the section "Old Save Games" in the mod description. Be sure you make backups of your save-games (if you give it a try).

Glad you like the mod!

+1 vote   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 Apr 30 2014, 6:35am replied:

You should check Morrowind Modding History, and if possible upload those mods that are not available!

+1 vote   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 Apr 30 2014, 4:30am replied:

Haha it's ok. PM = Personal message.

+1 vote   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 Apr 30 2014, 4:02am replied:

Post your mod-list found in your Morrowind.ini (Please post it in a PM!). I might be able to figure out what's wrong.

+2 votes   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 Apr 30 2014, 1:37am replied:

I haven't modified that door in any way, so it can't be Rebirth.

+1 vote   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 Apr 26 2014, 12:39pm replied:

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.

+2 votes   media: Can you spot the difference..
trancemaster_1988
trancemaster_1988 Apr 26 2014, 11:05am replied:

No not really. There's already too much clutter in those cells as it is. I'm afraid it would turn into a slideshow.

+7 votes   media: Balmora
trancemaster_1988
trancemaster_1988 Apr 26 2014, 8:18am replied:

No I'm not including it. Someone has to do a patch for it to work. I'm afraid that I don't have the time to do so.

+1 vote   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 Apr 26 2014, 6:18am replied:

Perhaps you could try and delete the building mesh. Then replace it (not copy) by exactly the same building mesh from the statics list. You could also try giving the building mesh a unique id.

+1 vote   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 Apr 25 2014, 2:15pm replied:

What's the issue with the gate? I've seen it mentioned several times, but never got the hang of what the problem was. It's most certainly the same issue with the mages guild.

+1 vote   mod: Morrowind Rebirth 3.1
trancemaster_1988
trancemaster_1988 Apr 25 2014, 1:48pm replied:

It's a wierd error, probably something engine related. In some of my play-tests it's there, others not. Can't really explain why though. Let me know if you find anything else!

+2 votes   mod: Morrowind Rebirth 3.1
Level
Avatar
Avatar
Offline Since
Apr 27, 2015
Country
Sweden Sweden
Gender
Male
Member Watch
Track this member
Comment Statistics
Posts per day
0.9
Members
15
Mods
664
Articles
209
Media
467
Downloads
115
Engines
2
Groups
4