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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?

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 were a few issues that had to be adressed, such as the compatibility issues with Tamriel Rebuilt. Enjoy!

Vanilla Fixes
* Fixed the descriptions of Drain Health, Drain Magicka, Drain Fatigue, Drain Skill and Dran Attribute. They all stated that "The magnitude is the units of X reduced each second of duration.", which is incorrect. The descriptions now reads "The magnitude is the static amount of X missing until the duration ends."


Morrowind Rebirth Fixes
* Fixed an issue where the topic 'Valbrandr draugr' was mistakenly removed from the game, making it impossible to finish a quest.
* Fixed an issue where a book cover texture was saved in the wrong format, causing the book to display white textures.
* Fixed an issue where the new grazeland trees caused issues in Firewatch and the surrounding area (Tamriel Rebuilt).
* Fixed an issue where the Mages Guild circle travel option to Wolverine Hall teleported you to the wrong location.
* Fixed an issue where the topic 'Strong souls' didn't give the correct information about summoned creatures.
* Fixed an issue where a container ID name was changed, and could potentially cause issues with other mods.
* Fixed an issue where Duke's Guard Right Bracer "type" was set as Right Gauntlet.
* Fixed an issue where Duke's Guard right and left Pauldrons names were switched.

Tweaks to Grazeland trees


Morrowind Rebirth Changes
* The Imperial Skirt and Imperial Templar skirt were notoriusly hard to come by unless you killed an Imperial Guard or an Imperial Knight. To remedy this small annoyance
a few skirts have been placed in and around Imperial Forts and a few other places.
* Improved the lighting in Phenem Ancestral Tomb and Outpost Renius.
* Passive health regeneration has been removed from the mod.
* Fenandre in Vos no longer have spells for sale.
* Some visual changes in and around Fort Pelagiad.
* Some visual changes to Balmora Docks.
* Improved pathgrids in Vos.


Morrowind Rebirth Additions

New spells
* Exhaustion: Strong (new) magnitude 20-20.
* Exhaustion: Great (new) magnitude 25-25.


Balance

Spells (general)
* All Drain Health spells now have a duration of 15 seconds.
* Exhausting Touch magnitude from 10-10 to 5-25.
* Exhaustion magnitude from 10-10 to 15-15.
* Exhaustion: Wild magnitude from 15-15 to 30-30.
* Gash Spirit duration from 10 to 15 seconds.
* Flay Spirit duration from 10 to 15 seconds.
* Gash Spirit [ranged] duration from 10 to 15 seconds.
* Flay Spirit [ranged] duration from 10 to 15 seconds.
* Magica Leech duration from 10 to 30 seconds.
* Magica Leech magnitude from 5-20 to 20-20.
* Spell Drain duration from 3 to 30 seconds.
* Charm Mortal magnitude from 15-15 to 10-10.
* Frenzy Humanoid magnitude from 5-5 to 10-10.
* Frenzy Creature magnitude from 5-5 to 10-10.
* Frenzying Touch (now Frenzying Touch: Humanoid) magnitude from 5-5 to 5-25.
* Frenzy Beast (now Frenzying Touch: Creature) magnitude from 5-5 to 5-25.
* Demoralize Humanoid magnitude from 5-5 to 10-10.
* Demoralize Creature magnitude from 5-5 to 10-10.
* Demoralizing Touch (now Demoralizing Touch: Humanoid) magnitude from 5-5 to 5-25.
* Demoralizing Beast (now Demoralizing Touch: Creature) magnitude from 5-5 to 5-25.
* Rally Humanoid magnitude from 5-5 to 10-10.
* Rally Creature magnitude from 5-5 to 10-10
* Rallying Touch (now Rallying Touch: Humanoid) magnitude from 5-5 to 5-25.
* Rallying Beast (now Rallying Touch: Creature) magnitude from 5-5 to 5-25.

Spells (base cost)
* Drain Fatigue base cost from 1.0 to 0.4.
* Drain Magica base cost from 3.0 to 1.0.
* Drain Health base cost from 8.0 to 2.0.

Clothing
* Black Jinx value from 250 to 3250.

Misc
* Drain Health has been disabled from spellmaking/enchanting.


Graphics
* Removed a few tree meshes that were not used in Rebirth, but could cause issues with other mods.
* Grazeland trees have recieved an updated look.
* Removed Bloodmoon rock mesh replacer.

What's next?

DUNGEONS!

Estimated release: December

[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...

[RELEASE] Morrowind Rebirth 4.13

[RELEASE] Morrowind Rebirth 4.13

News 5 comments

Hi guys. Time for another small update that includes fixes for some critical issues plus a few other tweaks. This will be the last hotfix for v 4.1 (hopefully...

[RELEASE] Morrowind Rebirth 4.12

[RELEASE] Morrowind Rebirth 4.12

News 3 comments

Hi again guys. Yesterday I found out that a ton of NPCs and objects in Mournhold had duplicates. This were rather serious issues that had to be fixed...

RSS Files
[RELEASE] Morrowind Rebirth 4.31

[RELEASE] Morrowind Rebirth 4.31

Full Version 4 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...

[RELEASE] Morrowind Rebirth 4.13 Hotfix [OUTDATED]

[RELEASE] Morrowind Rebirth 4.13 Hotfix [OUTDATED]

Patch 2 comments

Includes a missing statue texture that could cause the game to crash.

[RELEASE] Morrowind Rebirth 4.13 [OUTDATED]

[RELEASE] Morrowind Rebirth 4.13 [OUTDATED]

Full Version 3 comments

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

[RELEASE] Morrowind Rebirth 4.12 [OUTDATED]

[RELEASE] Morrowind Rebirth 4.12 [OUTDATED]

Full Version

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

Comments  (0 - 10 of 2,541)
Blue_Dust
Blue_Dust

Hey Trance. There's actually a small issue I've had with the mod but kinda forgot about but could you make the stalhrim pick have the ability to mine ores like regular picks? I think your mod was the one that prevented ores from being mined without one but the stalhrim one doesn't work with them which is a tad annoying.

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trancemaster_1988 Creator
trancemaster_1988

Hm I had no idea. I'll check it out! Thanks :)

Reply Good karma+1 vote
hlaalu66
hlaalu66

Is it possible to play this mod without your tree replacers, by using Enchanted Editor or any other tool to edit the esp? Your tree replacers are indeed great and fitting to the theme of Morrowind but this time i would like to play the game with your mod but with regular vanilla trees and textures. If it indeed IS possible without ruining the mod.

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trancemaster_1988 Creator
trancemaster_1988

Hey!

The only way is the remove the meshes included, but I wouldn't recommend it as you'd experience a lot of floating trees or trees that are burried.

Reply Good karma+1 vote
Guest
Guest

hi, i've been observing this mod from afar for a long time, finished the game (+ tribunal) with it and was very impressed! super excited for the dungeons, the dungeoning experience was somewhat lackluster in the base game so very glad to have it improved (by the way, wouldn't it be less work to expand the existing dungeons rather than creating new? just a thought).

by the way, have you considered tweaking the faction reputations to make them more meaningful? for example the fighters guild and thieves guild are supposed to dislike each other a lot, but there are barely any repercussion for joining both - i think the dispositions etc. should be affected way more by it (similarly in the case of the mages guild and telvanni house and so on). also, in the case of the temple and tamriel cult, consider making it impossible to join both of them

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trancemaster_1988 Creator
trancemaster_1988

As you may have noticed I'm reworking all the Ancestral Tombs too, so you'll have more than enough vanilla content to explore!

I have not really considered tweaking faction reputation, as It can cause more of a mess than I want to deal with. Perhaps in the future!

Reply Good karma+1 vote
Twitch0125
Twitch0125

i'm so glad that this mod has been so frequently updated and supported for so long

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trancemaster_1988 Creator
trancemaster_1988

Thanks, and there is more to come!

Reply Good karma+1 vote
Fwort
Fwort

Yeah, its kind of funny how the morrowind modding community is actually more active than the oblivion one. Oblivion does have more little mods showing up on the nexus, but morrowind has all these large scale projects that are still have huge amounts of work put into them.

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Guest
Guest

Are there missing mesh errors in the red mountain region for anyone else?

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trancemaster_1988 Creator
trancemaster_1988

Post the content of your errors log. It can be found in your Morrowind folder.

Reply Good karma+1 vote
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Highest Rated (10 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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