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"Explore the island of Vvardenfell as you never have before, with a world built anew to be both alien and familiar to the Morrowind you knew before. New adventures await, with new exciting areas to see and explore, and new artifacts just waiting to be discovered. This is a complete overhaul for Morrowind, adding countless new details, weapons, armors and much more for you to see and do"

Introduction


Morrowind Rebirth is a total overhaul for The Elder Scrolls III: Morrowind with the aim to enhance the gameplay by balancing certain aspects of the game, and by giving the player more to see and do. Morrowind Rebirth is the result of thousands of hours of modding, and is still a work in progress. For those of you who want more information about the specific changes in this modification, please refer to the following changelog: Moddb.com , read the feature list, and/or watch the video below for a general overview:




features


Morrowind Rebirth is a massive mod with a ton of new features. Down below you can view some of these, but it's only through gameplay that you'll have a chance to fully discover what Rebirth has to offer.

Landscape changes

  • Almost all cities have recieved massive tweaks including new layouts, houses, shops and other places of interest.
  • Massive landscape changes including an effort to eliminate all texture seams and floaters throughout the world.
  • New rocks and trees for all regions in Vvardenfell.
  • New dungeons spread throughout Vvardenfell.

Creatures

  • More than 20 new creatures such as the Frost Monarch, Ash Scorpion and Swamp Troll seamlessly integrated into the game through leveled-lists.
  • Most creatures have recieved new spells/resists and have had tweaks to levels, health, magicka and other variables.
  • Removed reflect from most creatures, as the effect was way too common in Morrowind and its expansions.
  • Blighted creatures have recieved unique textures to set them appart from their normal counterparts.
  • Dremoras and Golden Saints no longer drop Daedric gear such as weapons and shields.
  • Many low level creatures such as mudcrabs and scribs are no longer hostile by nature.

Armor/Weapons/Clothing

  • A ton of new armors, weapons and clothing including additions to sets already present in Morrowind, but also new artifacts and enchanted gear.
  • Tweaks to values, durability, AR and other variables.

Spells

  • The magnitude, duration and area of effect of all spells have been tweaked to provide the player with more useful options in combat.
  • All of the old starting spells have been removed in favor of new ones that are cheap to cast, while still being effective.
  • New spells and variation of vanilla spells have been added to NPCs and vendors.
  • Some spell-effects can no longer be used for spellmaking.

Alchemy

  • Plant and organic containers are less likely spawn alchemy components.
  • Player made potions are now 50 % less valueable compared to vanilla.
  • Vendors no longer restock ingredients.

Enchanting

  • Only certain enemies will have soul values high enough to be used for constant effect enchantments.
  • Summoned creatures now have 50 % of the soul value compared to vanilla counterpats.
  • Grand soul gems are now limited, and does not appear as random loot.
  • Blank scrolls in various qualities can now be bought from enchanters.
  • Soul gems in various qualities can now be bought from enchanters.
  • The cost of self made enchantments have been reduced by 50 %.
  • The recharge-rate of enchantments have been reduced by 50 % +.
  • Some spell-effects can no longer be used for enchanting.

Settings

  • There's now a 50 % chance that you can recover projectiles such as arrows and bolts after combat.
  • Fire, Shock, Frost and Lightning-shields now damages opponents that gets too close to the "bubble".
  • Traveling by boat, silt strider or using Mage's Guild services is now much more costly.
  • Jumping from great hights will now either kill the player or cause a lot of damage.
  • Using trainers for increasing skills is now much more costly.
  • Camp fires and other sources of heat will now cause damage.
  • Minimum running speed has been greatly increased.
  • Shops, city gates and other places closes at night.

Birthsigns

  • Tweaks to almost all birthsigns to make them either more useful or less powerful. Previously most players used either the Lady or the Atronach.

Leveled list tweaks

  • Most containers contain less valuebles such as gold, gems and other valueble items.
  • All containers that previously had a set amount of gold now have a random amount of gold.
  • Low level creatures such as netches now spawn at level 1.
  • Deadra no longer spawn in the Grazelands.

Misc

  • Fixed hundreds of bugs such as script errors, typos, incorrect uvs, missing textures, bleeding objects, incorrect pathgrids and more.
  • Included is the largest and most up-to-date collection of mesh replacers, some which are only available in this modification.
  • Artifacts and magical gear of great power is now either guarded, put in locked containers or protected by traps.
  • Dark Brotherhood assassins now carry less valueble gear, and will no longer be an easy source of income.
  • Important characters, guards and other NPCs now have more health and better protective gear.
  • Bounty Hunters will attack you if your bounty reaches a certain threshhold.
  • Campfire kits and bedrolls are now available at selected traders.
  • Mercenaries for hire now roam the streets of all major cities.

Extras

  • New musical tracks suitable for both battle and exploration (optional)
  • New splashscreens (optional)
  • New main menu (optional)


faq


Installation and requirements

Please read the article "Installation & requirements", which can be found here: Moddb.com


Bugs and other issues

It's important that you, the players, provide me with feedback and support. Without it I might not be able to track down bugs introduced by Morrowind Rebirth. You're also welcome to report issues found in vanilla Morrowind. Post your bug-reports in the forum section here: Moddb.com at Nexus: Nexusmods.com or send me a personal message at either site.


Morrowind Rebirth and MGSO

I do not recommend MGSO for two reasons: 1) It's outdated 2) It's unoptimized. MGSO includes a heap of stuff including textures that are inconsistent, and meshes that are so badly optimized that they can cause serious fps-issues. This is especially troublesome when using Morrowind Rebirth along with MGSO, since Rebirth adds a ton of stuff to the gameworld. One object without proper collision or with too many polys won't cause any harm, but multiply that by ten and you are bound to experience massive framedrops.

Rebirth on the other hand includes a large number of mesh replacers that are, in most cases, optimized. These meshes are also up-to-date, ensuring that you, the player, will have the best looking models possible without causing a ton of hitching. With that said I wouldn't recommend MGSO. The proper way to play Rebirth with the best possible fidelity is to use MGE XE: Nexusmods.com and handpick texture replacers from either morrowind nexus or morrowind modding history.


Morrowind Rebirth and OpenMW

Morrowind Rebirth is compatible with OpenMW, and should be compatible with it's multiplayer component, too.


Old Save Games
Please read the article "How to update your old save game to a new version using Wyre Mash", which can be found here: Moddb.com


Compatibility
Please read the article "Compatiblity", which can be found here: Moddb.com



compatible


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RSS Articles

Which are the worst balance changes in Rebirth?

The road ahead

Morrowind Rebirth has now been in development for more than 7 years and has during that time recieved 44 major updates. It's been a long and sometimes difficult journey, but first and foremost it's been very satisfying to share my work with you guys to enjoy.

In 2018 development continues, and down below I want to give you a small insight to what you can expect. As always feel free to share your feedback and if you would like to see something specific realised in a future update.

Tomb Overhaul

As you may have noticed I've been working on overhauling all of Vvardenfell's Ancestral Tombs, with 9 of them being overhauled in 4.4, along with 2 more ones in previous updates. It's a dauting task, but it's something that I intend to complete in 2018.

Deadlands overhaul

In 2016 I released the Deadlands, a small Daedric Realm belonging to the Daedric Prince Mehrunes Dagon. While visually pleasing it was a rather small in scale, and not very exciting to explore. In 2018 I plan to rebuild this area from scratch using land-based meshes turning it into a vast wasteland. Right now I have nothing to preview, but my goal is to release this sometime prior to next summer.

Yanith Mine

In the depths of Yanith Mine

Earlier this year I posted an image showing dungeon Yanith Mine created by Fulgore, a mine with a hidden Dwemer ruin. My intention was to release this in an earlier update, but due to a crashed HDD i had no access to it until now. It still needs a lot o work, but when completed it will be the largest dwemer ruin on Vvardenfell along with a ton of cool stuff to discover.

Unnamed Dungeon

Alongside Yanith Mine I created another rather large Dwemer ruin, which is yet to be named. I will probably expand this further, to give you guys something really cool to explore. This specific ruin has been infested by 6.th house monsters. Defeat the vermin that is the 6.th house and be rewarded with a really special weapon.

Dagoth Ur Outer Facility

Khuul/Mar Gaan overhaul

Khuul and Mar Gaan has always recieved little attention and are not really worth visiting unless you have a quest to complete. Sometime during the next year I plan to give these small settlements the attention they deserve including adding a few shops, taverns and so on. These locations will feature traders dealing with very specific gear/items that can only be found in these settlements, thus giving you a reason to visit them again.

New items

In the pipline there are a ton of cool weapons, armors and misc items that are about to be finalized. Along with these there are also some pretty cool looking artifacts that I believe will spice things up. Keep your eyes peeled for more info in the months to come.

Balance changes

2018 will feature less balance changes than before as I'm quite happy with where balance is right now. Obviously there are areas that still needs my attention, but less so now than before. This is an area where I need you guys to chime in an tell me if there's a specific area that needs fixing. I don't actually spend a lot of time playing the game.

Landscape changes

As before there's an ongoing process to improve the various regions minimizing the amount of floaters, texture seams, bleeding meshes and so on. I will also add more vistas and places of interest such as ruins, bandit camps etc. This process will continue as we move into a new year, and more focus will be given to this area creating a gameworld that is exciting to explore.

In conclusion

Obviously there's a ton more stuff that will be included in next year's updates, but for now this will have to due. With that said I hope you look forward to 2018, because I sure do. Until next time!

- Trance

[RELEASE] Morrowind Rebirth 4.4

[RELEASE] Morrowind Rebirth 4.4

News 12 comments

The time has come for the final update of the year, version 4.4! Included in this update are a plethora of changes including a total rethinking of weapon...

[RELEASE] Morrowind Rebirth 4.31

[RELEASE] Morrowind Rebirth 4.31

News 7 comments

Hello guys! A few weeks have past since the latest major update to Morrowind Rebirth, and it seems that you guys are enjoying it. With that said there...

[RELEASE] Morrowind Rebirth 4.3

[RELEASE] Morrowind Rebirth 4.3

News 5 comments

Hello guys. I hope you are feeling well today, cause today is update-day! You might not have expected an update to come so soon after 4.2, but here we...

[RELEASE] Morrowind Rebirth 4.2

[RELEASE] Morrowind Rebirth 4.2

News 16 comments

Hi guys! It's time for another update. Down below you can review the changes in 4.2, and I hope you'll enjoy what it has to offer. As always let me know...

Add file RSS Files
[RELEASE] Morrowind Rebirth 4.43

[RELEASE] Morrowind Rebirth 4.43

Patch 3 comments

A small patch to fix some issues with the last update. To make this patch work you need to have v 4.42 installed, then remove Morrowind Rebirth 4.42.esp...

[RELEASE] Morrowind Rebirth 4.42

[RELEASE] Morrowind Rebirth 4.42

Full Version

A small but important update fixing some issues with v 4.4.

[RELEASE] Morrowind Rebirth 4.4 [OUTDATED]

[RELEASE] Morrowind Rebirth 4.4 [OUTDATED]

Full Version

This is the full version of Morrowind Rebirth 4.4. Please refer to the latest news post for the changelog.

[RELEASE] Morrowind Rebirth 4.31 [OUTDATED]

[RELEASE] Morrowind Rebirth 4.31 [OUTDATED]

Full Version 6 comments

Hello guys! A few weeks have past since the latest major update to Morrowind Rebirth, and it seems that you guys are enjoying it. With that said there...

[RELEASE] Morrowind Rebirth 4.3 [OUTDATED]

[RELEASE] Morrowind Rebirth 4.3 [OUTDATED]

Full Version 4 comments

Hello guys. I hope you are feeling well today, cause today is update-day! You might not have expected an update to come so soon after 4.2, but here we...

[RELEASE] Morrowind Rebirth 4.2 [OUTDATED]

[RELEASE] Morrowind Rebirth 4.2 [OUTDATED]

Full Version 12 comments

Hi guys! It's time for another update. Down below you can review the changes in 4.2, and I hope you'll enjoy what it has to offer. As always let me know...

Comments  (0 - 10 of 2,627)
stan23
stan23

Are you aware of the doubling in Mournhold?

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trancemaster_1988 Creator
trancemaster_1988

Yes. It will be fixed in 4.5!

Thanks anyway!

Reply Good karma+1 vote
Guest
Guest

Hello,

I'm using the latest version and noticed the patch for DNGDR is causing mesh errors. The greater skeletons at Outpost Renius are showing as the yellow triangles. Any plans on updating it?

Thanks

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trancemaster_1988 Creator
trancemaster_1988

Hello

Can you please post your modlist?

Cheers

Reply Good karma+1 vote
Guest
Guest

Here's a list of my ESP's. I'm also running openmw. Most are compatible. Upon switching from Morrowind Rebirth 4.13 [DN-GDR integrated] to Morrowind Rebirth 4.42.esp it works fine with the meshes for the skeletons, but obviously this would mean I couldn't use DNGDR.

Tribunal.esm
Bloodmoon.esm
Clean Restored Artifacts.esp
GDR_MasterFile.esm
Better Heads.esm
Better Heads Tribunal addon.esm
Better Heads Bloodmoon addon.esm
MD_Azurian Isles.esm
DN_Dwemer_Tileset.esm
Tamriel_Data.esm
TR_Mainland.esm
Morrowind Rebirth 4.13 [DN-GDR integrated]
Morrowind Rebirth 4.42 - Balmoras Underworld 1.0 [Addon].ESP
Morrowind Rebirth 4.42 - Mercenaries BETA [Addon].ESP
Morrowind Rebirth 4.42 - Racial Diversity 1.7 [Addon].esm
No-Glo_0709.esp
PB_Dagoth_Bonemold.esp
The Rise of the Tribe Unmourned.esp
Great House Dagoth.esp
Illy's Solsteim Rumour Fix.esp
New Argonian Bodies - Mature.esp
New Khajiit Bodies - Mature.esp
Of Dungeons and Abodes.esp
THTWG - Harder Version.esp
Bloodwind.ESP
Visible Temple.esp
FirewatchHouse.ESP
TDM_enablesummonspells.esp
Better Bodies.esp
TR_Mainland_1709_hotfix5.esp
TR_Factions.esp
TR_Mainland_1709_hotfix4.esp
TR_Preview.esp
TR_Travels.esp
Sky_Main.esp
PC_Stirk_v4.8.ESP
LAZ_More Argonian Hairs.ESP
DD_Caldera_Expansion.esp
DNGDR-GHD Patch.esp
HelioS - Darker Weather.esp
Magic Diversity NO SOUND.ESP
DN_Dwemer_Tileset_TR.esp
Dramatic Vivec.esp
AshlanderRebels.ESP
CultSheog.ESP
Of Justice and Innocence.esp
OJAI - Framerate Version.esp
NON2.RoadtoMournhold.v1.0.2a.esp
NON2.RoadtoMournhold.v1.0.2b.esp
Dagoth Valmyn Ash Zombie Companion Character.ESP
Dwemer_Rebirth_Project_GDRV1.7.ESP
LowerFirstPersonSneak.ESP
Tamriel_Rebuilt_Travel_1.3.ESP
bc_shack.ESP
Better Clothes_v1.1_nac.esp
CultSheog-TR1612.esp
elven_burrow.ESP
fishing_shack.ESP

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trancemaster_1988 Creator
trancemaster_1988

It's very likely that Morrowind Rebirth 4.13 [DN-GDR integrated] is the source. I don't recall such an error in 4.13 though.

Reply Good karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

Aisenheim
Aisenheim

Hi, I installed Morrowind rebirth just a few days ago and I have been loving most of it. However, one thing that i would like to ask about is the "Fortify Attribute" being removed from the spellmaking menu. I understand that it is for balance so i won't ask for you to change it, but could you please tell me how I can re-add the "Fortify Attribute" myself.

I have spent hours on the Construction Set, trying to figure out how to add Fortify Attribute's back into the Spellmaking menu to no avail. It is of course possible to deactivate Rebirth, repair the save, creating the spell in vanlia and then reactivate Rebirth but this is very cumbersome and time-consuming.

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trancemaster_1988 Creator
trancemaster_1988

Hi

Open up the construction set with Rebirth as "active file", then head over to the gameplay tab -> magic effects - find fortify attribute in the list -> tick the "spellmaking" box, then press ok and save the changes.

Hope that works!

Cheers

Reply Good karma+2 votes
Aisenheim
Aisenheim

Thanks, worked like a charm!

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trancemaster_1988 Creator
trancemaster_1988

Awesome. Have fun!

Reply Good karma+2 votes
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Highest Rated (11 agree) 10/10

A review must be entered to justify such a high rating.
Fuck off,
this brilliant mod is Awesome
I dont need to justify anything moddb^^

Aug 3 2013 by Master_DeluXXXe

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