sdasd

"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 the game by rebuilding the world, by rebalancing most aspects of the game, and by improving the graphics. Rebirth is mainly aimed at returning players and veterans that have seen and done most things in-game, and want a fresh experience. New players are recommended to try the vanilla experience.


Morrowind Rebirth is the result of thousands of hours of modding, and while in a finished state, is still being worked on. For those of you who want more information about the specific changes in this modification please refer to the extensive readme, the features section and/or watch the videos down below for a general overview. Do note that some videos are fairly outdated.


donate







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, Dremora Archer and Swamp Scrib 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.

Armor/Weapons/Clothing

  • More than 200 pieces of new armor, 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 (Fortify Skill, Fortify Attribute, Drain Health). This can be circumvented by using the alternative plugin.

Alchemy

  • Plants and organic containers are somewhat less likely spawn alchemy components.
  • Player made potions are now 50 % less valueable compared to vanilla.
  • Vendors will no longer restock rare ingredients (such as pearls, diamonds, vampire dust and similar valuable ingredients).

Enchanting

  • Only uniquely named enemies such as Staada, Worm Lord or Old Blue Fin will have soul values high enough to be used for constant effect enchantments (with Dremora Lord of Divinity being the only exception). See appendix 1 in the readme for more information.
  • Summoned creatures now have 50 % of the soul value compared to vanilla counterpats.
  • Grand soul gems are now very rare, although will still appear 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 creating enchantments have been drastically reduced.
  • The recharge-rate of enchantments have been reduced by 50 % +.
  • Some spell-effects can no longer be used for enchanting (Fortify Skill, Fortify Attribute, Drain Health, Invisibility).This can be circumvented by using the alternative plugin.

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 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 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.
  • Containers generally hold more varied loot.

Graphics

  • Included is the largest and most up-to-date collection of mesh replacers, some which are only available in this modification.
  • UV fixes and improvements for hundreds of meshes.
  • Unique icons for potions and scrolls, making it easier to know what a potion or scroll does with a quick glance.
  • Unique models for almost all unique items.

Misc

  • Fixed hundreds of bugs such as script errors, typos, incorrect uvs, missing textures, bleeding objects, incorrect pathgrids and more.
  • 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. Additionally Dark Brotherhood assassins won't attack you until you hit level 15.
  • 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

NOTE: Streamers should stay clear of using the music to avoid their videos being blocked due to copyrights.

  • New musical tracks suitable for both battle and exploration.
  • New splashscreens.
  • New main menus.

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 using MGSO the slightest. There are plenty of reasons to why you shouldn't use it, and most of them are listed in this reddit post: www.reddit.com/r/morrowind


Morrowind Rebirth and OpenMW

Morrowind Rebirth is currently compatible with OpenMW, and should be compatible with it's multiplayer component, too. Note that OpenMW is still a work in progress so changes in future releases might cause compatibility issues.


Morrowind Rebirth and Tamriel Rebuilt

At this moment I do not recommend using Tamriel Rebuilt with Morrowind Rebirth. While TR is an amazing mod, it doesn't really work well with Morrowind Rebirth due to several reasons. First of all the balance in TR is based on vanilla, thus every item, weapon, armor, rewards etc will not go well with the balance changes in Rebirth. Another thing that will prove to be troublesome is the fact that Morrowind Rebirth comes with a lot of new models replacing rocks, trees, furniture etc. This causes issues like floaters, bleeding objects etc in the mainland.

I heartly recommend getting TR, but play it in a separate installation just to be on the safe side. Follow this guide on how to create multiple copies of Morrowind: UESPWiki


Old Save Game

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



Sclw1rG

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Articles

Which are the worst balance changes in Rebirth?

Hey guys! The main aim of this update has been to fix bugs, add quality of life fixes and general polish. Obviously it wouldn't be a proper update without some new stuff too. Have fun, and do not hesitate to contact me in case you have any feedback or bugs to report.

Special thanks to Suxev for a ton of bugreports!

[RELEASE] Morrowind Rebirth 6.6


Morrowind Fixes

* Fixed issues where the following notes used the wrong icon: Gnisis Eggmine Pass, Galtis Guvron's Note, Hasphat's Notes for Cosades, Letter to Senilias Cadiusus, Notes from Huleeya, Hospitality Papers, Ghost-Free Papers, Decoded Package, The Seven Visions, The Stranger, Public Notice, Map of Red Mountain, Note from Oritius Maro, A Dying Man's Last Words, Letter (Alen), Custom Armor Price List, Custom Fur Armor Price List and Note from Carnius.
* Fixed issues where the books 'Mystery of Talara, Part III', 'Cherim's Heart of Anequina', 'The Firsthold Revolt', 'The Locked Room', 'The Wraith's Wedding Dowry', 'A Fair Warning', 'Blasphemous Revenants', 'Progress of Truth' and 'The Third Door' used the wrong icons.
* Fixed an issue where entering Ranosa Gilvayn's shop in Suran would place the player in an odd position, facing away from the merchant.
* Fixed an issue where one of the exterior doors at Nerano Manor, Balmora, was locked. This was wierd considering the fact that you could access the exact same area through the front door, which is unlocked.
* Fixed issues where Jeanciele Macile, Toranu Rothalnim, Ticemius Conciatius, Odmi and Iminda used vampire voice lines.
* Fixed issues where some first-person body parts were incorrectly set to use the opposite sex models, and in some cases set to use parts of other races (nord instead of imperial for example).
* Fixed an issue where there was a water creature spawn point on land in the northern Ashlands. Note: I've fixed similar issues in the past, but I believe this is the last one.
* Fixed issues where you could get services from NPCs inside Vivec, Arena Hidden Area, desipite not being a member of the Morag Tong. This also covers one NPC added by Rebirth.
* Fixed issues where the Imperfect, Ascended Sleeper and Centurion Archer had missing sounds resulting in them at using werewolf screams, roars and moans.
* Fixed an issue where there was a static hammock inside the Factor's Estate in Raven Rock, which meant you couldn't sleep in it like all other hammocks.
* Fixed an issue where ownership of the rentable bed inside the Bar in Raven Rock didn't change when payed for, thus making it a crime to sleep in it.
* Fixed an issue where some items at Saryn Sarothril's desk, Maar Gan Outpost, were scaled incorrectly (1.0 is normal, these were 1.4 or more).
* Fixed an issue where a chest in Bensamsi had a trap effect which can't be used by the game, causing either a crash or a warning message.
* Fixed an issue where common_shirt_02_h used the wrong icon.
* Fixed issues where Aleri Aren, Milvela Dralen, Alusannah and Ervis Verano had no weapons.
* Fixed issues where the player wasn't allowed to sleep in some dungeons.

New models for Coldheart, Bow of Shadows and Truestrike

New models for some Rebirth uniques


Morrowind Rebirth [Main]

Morrowind Rebirth Fixes

* Fixed issues where there were several geometry issues near the bridge inside Dagoth Ur, Inner Facility. Additionally a rather large gap was fixed inside Dagoth Ur, Lower Facility, as well.
* Fixed an issue where a set of glass doors, commonly found in shops, wouldn't open properly when activated. Instead of opening individually they would rotate on their axis.
* Fixed an issue where parts of the wall in Halfred's House, Dagon Fel, had bad collision. I've fixed this interior in the past, but additional work was required.
* Fixed an issue where NPCs inside Balmoras Coucil Club wouldn't react if another member was attacked, making the connecting quest way too easy to complete.
* Fixed issues where a few NPCs had duplicate items such as two identical keys, weapons etc. This covers mainly Rebirth NPCs, but also some vanilla NPCs.
* Fixed an issue where the banner to Ibarnadad Assirnarari's alchemy shop was named 'Assirnarari: Apothecary' instead of 'Ibarnadad: Apothecary'.
* Fixed an issue where 6th house graffiti on the door to Ainab made it difficult to activate. Moved the graffiti to the corner of the door.
* Fixed an issue where there were two identical chests holding an Ebony Cuirass and Daedric Greaves in Dren's Villa, Dren Plantation.
* Fixed an issue where Dabienne Mornardl, Wolverine Hall, had very few items for sale due to her closet being owned by someone else.
* Fixed an issue where the Raven Rock smith had a copy of Saint's Shield, which was supposed to be a unique shield (in Rebirth).
* Fixed an issue in Bthungthumz, near the mine-rails, where that the player could walk outside the playable area and get stuck.
* Fixed a potential problem where a piece of the bridge near Arkngthumch-Sturdumz was missing for some players.
* Fixed an issue where the Imperial Templar Skirt and the Imperial Templar Belt used the wrong icons.
* Fixed issues where some some of the tower interiors at Fort Buckmoth had missing wall sections.
* Fixed an issue where the name of Cassius Shack, Seyda Neen, was missing an apostrophe.
* Fixed issues where Rebirth Vampires (11 in total) didn't use vampire attack sounds.
* Fixed an issue where the 'Note to Menus' was clipping into a 'Chest of Drawers'.
* Fixed issues where some items, npcs etc had extra spaces in their ID or name.
* Fixed an issue where S'ssa was missing a script for slaves.
* Fixed issues where the durability of some handplaced (owned) weapons/armor were either:
B) Over max durability due due to the fact that hand placed weapons/armor stats are not updated when a statistical change is made in a mod.
A) Not at max durability due to the fact that hand placed weapons/armor stats are not updated when a statistical change is made in a mod.
* Fixed an issue where there were three barrels (instead of one) containing the Blood of the Quarra Masters inside Druscgashti, Lower Level.
* Fixed an issue where there were two desks (instead of one) containing Kagrenac's Planbook inside Tureynulal, Kagrenac's Library.
* Fixed an issue where the Sanguine Shoes of Stalking used wrong model when worn.
* Fixed an issue where the Sanguine Shoes of Leaping used wrong model when worn.
* Fixed an issue where entering Zalit's Yurt, Salit Camp, placed you outside the interior space.
* Fixed an issue where Key to Ra'Zhid's Chest wasn't assigned to unlock his chest.
* Fixed an issue where the Skull of St. Valas was misspelled as Skull of St. Velas.
* Fixed an issue where the Cap of Invisibility was misspelled as Cap of Invisbility.
* Fixed an issue where Vengeance was misspelled as Vengence.
* Fixed an issue where the Ring of St. Delyn was misspelled as Ring of St. Deyln.
* Fixed issues where 3 ruined stronghold buildings had bad collision.
* Fixed an issue where one of the guarcarts had bad collision.
* Fixed an issue where there were drowned corpses in Valas Ancestral Tomb, despite the fact there's no water in the cell.
* Fixed an issue where the 'Dead Imperial' (dead imp male_02) wasn't actually dead.
* Fixed an issue where the "Scroll of Leeching" used an incorrect icon (destruction instead of mystisicm).
* Fixed an issue where Tedril Fevula, Tel Voroyn was lacking a barter option.
* Fixed an issue where Dralas Sadavel had an underscore in his name.
* Fixed issues where some items Audenian Valius has on display have 0 health, meaning they were free when bartering.
* Fixed issues where items Termanin has on display have 0 health, meaning they were free when bartering.
* Fixed an issue where the trapdoor inside The Prancing Kwama, Vivec Entrance, lead to nowhere.
* Fixed an issue where there was a gap in Ondaves Favalara's House, Vivec Entrance.
* Fixed an issue where there was a gap above Masseranit entrance door
* Fixed an issue where there was a gap in Odrosal at the lava pool next to Dagoth Odros.
* Fixed an issue where there was a gap in one of the larger halls in Bthusal.
* Fixed an issue where there was a gap in Alen Ancestral Tomb.
* Fixed an issue where there was a gap in Andavel Ancestral Tomb.
* Fixed an issue where there was a gap in Drethan Ancestral Tomb.
* Fixed an issue where Key to Raksada's Chest didn't actually unlock anything. Also the chest it was meant to open wasn't set as locked.
* Fixed an issue where Nelmon, husband of Nalcarya of White Haven wasn't mentioned during the quest 'Help Habasi find the security master in town'.
* Fixed issues where many locked doors lacked ownership flags.
* Fixed an issue where all 'Infernal' weapons lacked enchantments.
* Fixed an issue where the Centurion Guardian animation didn't stop upon death. Additionally it was set as a 'walking' instead of 'flying' creature.
* Fixed an issue where Piercing Spear and Shattering Spear incorrectly had the 'AbebaalAttack' script attached to them.
* Fixed an issue where Irwaen, Vivec Entrance, bought almost anything, despite her being a Tavern Keeper.

Balmora Manor District Changes

A fair amount of changes was made to Balmoras manor district and the adjecent temple


* Fixed an issue where it was impossible to unlock the cabin to the ship Frost-Ghost, Vivec Entrance, due to a script being attached to the door.
* Fixed an issue where the Mages Guild signs in Balmora and Wolverine Hall had 'outsidebanner' scipts, despite them having no moving parts.
* Fixed an issue where the Fighters Guild signs in Balmora and Wolverine Hall had 'outsidebanner' scipts, despite them having no moving parts.
* Fixed an issue where the East Empire Company sign had 'outsidebanner' script instead of 'signrotate' script.
* Fixed an issue where the Imperial Netch Blade had lower durability compared to other Imperial Shortswords, , which it shares model with.
* Fixed an issue where the weapon 'Deadcaller' had substantially higher durability compared to the Steel Warhammer, which it shares model with.
* Fixed an issue where one of the effects in the enchantment for the 'Scroll of Decay' was set to self instead of on touch.
* Fixed an issue where one of the effects in the enchantment for 'Reaper' was set to self instead of on touch.
* Fixed an issue where the enchantment for 'Impaler' was set to self instead of on touch.
* Fixed an issue where the enchantment for 'Silencer' was set to self instead of on touch.
* Fixed an issue where the enchantment for 'Stormcaller' was set to self instead of on touch.
* Fixed an issue where Santuary potions had the Chameleon-effect assigned to them instead of Sanctuary.
* Fixed issues where two out of three Royal Shields had frontal textures that were rotated 90 degrees in the wrong direction.
* Fixed issues where Rebirth NPCs providing enchanting services had wildly different trading options, meaning some would reject magical items of a certain type while
others wouldn't. Now all will accept magical items of any type (just like in vanilla).
* Fixed an issue where Renell's shop, Hla Oad, didn't close at night.
* Fixed an issue where Llandris Thirandus, Vivec High Fane, didn't sell any enchanted weapons or armor due to his chest being owned by someone else.
* Fixed issues where the following notes used the wrong icon: Home for Sale, Fjotli's Note, Note from Marelle, Note from Balamus Indaren, Note from Ajiranji, This Week's Assignments, Zandaz's Note, Note from Riladasi Falanim, Skull of Saint Valas and Note from Cagula Marcius.
* Dozens upon dozens of minor fixes not really worth mentioning.
* Landscape fixes and improvements.
* Fixed missing ownership flags.
* Fixed typos.

Added sulphur pools to the Molag Amur region


Sulphur pools can now be found in the Molag Amur region


Morrowind Rebirth Changes

* Replaced the 6th house altar with one from MOP (vanilla one with optimizations). Additionally the large 6th house statue model was also replaced by one from MOP (the new one was sort of broken).
* Further reduced the health of Practice Dummies and Practice Targets from 400 to 200. This should prevent easy levling, while still having some use.
* The 'Guide to Vvardenfell' will now say that the Grazelands Region has 'few roads' instead of 'no roads' to par it with changes made to dialogue.
* Made some additional changes to the Hall of Wisdom to accomodate for the height of the new layout of Library of Vivec.
* Added proper locational greetings to Ald Maaryon, Tel Voroyn and Kahnud Temple along with topics for each location.
* Replaced the generic case on use enchantment for the 'Daunting Mace' with a new on-strike enchantment.
* Ever wondered who's keeping all the lanterns lit? Well, now there's someone doing it.
* Added sheathes for the Ebony Blade, Anguish and for Scourge of the Living.
* Wearing the Dragonbone Cuirass now grants an additional spell called 'Dragon's Breath'.
* Sethan's Tradehouse in Tel Branora will no longer lock at night.
* Dummies placed in interiors now have a small foundation.
* Added a new space to Ebonheart Council Chamber, where the levers for the drawbridge can be found.
* Added rich Dunmer bar variation to various places.
* Added sulphur pools to the Molag Amur Region.
* Added mannequins to some clothiers.
* Added some unique elements (don't expect miracles) to a few tombs including:
- Hlevru Ancestral Tomb
- Nerano Ancestral Tomb
- Rethandus Ancestral Tomb
- Sandas Ancestral Tomb
- Saren Ancestral Tomb
- Thelas Ancestral Tomb
- Vandus Ancestral Tomb
- Indaren Ancestral Tomb
+ minor tweaks to several others
* Reworked/Retouched a few interiors including:
- Vivec, Telvanni Monster Labs
- Vivec, Arena, Waistworks (more changes planned)
- Vivec, Arena, Pit (more changes planned)
- Vivec, Dralor Manor
- Balmora, Western Guard Tower North
- Balmora, Western Guard Tower South
- Balmora, Milie Hastien's House
- Sjorvar Horse-Mouth's House
- Tel Voryon
- The Rift
* Reworked Balmora's manor district to be a bit more imposing. Also made some changes near the temple.

New models/textures for various rings

New models/textures for various rings


Morrowind Rebirth Additions

New Weapons
* Daedric Throwing Knife
* Ebony Throwing Knife


New Artifacts/Uniques
* Ward of the Erabenimsun (Amulet)

Balance

Spells [Base Cost]
* Summon Golden Saint base cost from 28 to 30.
* Summon Winged Twilight base cost from 26 to 28.
* Summon Storm Atronach base cost from 22 to 24.
* Summon Dremora base cost from 20 to 22.
* Summon Hunger base cost from 18 to 20.
* Damage Attribute base cost from 18 to 28.
* Bound Battle Axe base cost from 17 to 19.
* Bound Longsword base cost from 15 to 17.
* Bound Mace base cost from 13 to 15
* Bound Longbow base cost from 12 to 14.
* Bound Spear base cost from 12 to 14.
* Bound Cuirass base cost from 17 to 19.
* Bound Gauntlets base cost from 11 to 10.

Weapon Sheathing support for a few uniques

Sheathing support for a few uniques


Graphics

* New model and icon for Severia's Imperial Shortsword.
* New model and icon for Bow of Shadows.
* New model and icon for Phaseshifter.
* New model and icon for Truestrike.
* New model and icon for Coldheart.
* New model and icon for Duality.
* New model and icon for Fathasas' Ring.
* New model and icon for Septim's Ring.
* New model and icon for Ring of Equity.
* New model and icon for Ring of Raven Eye.
* New model and icon for Amulet of Holding.
* New model and icon for Merchant's Amulet.
* New model and icon for Amulet of Verbosity.
* New model for the Corkbulb Dart.
* New model for the Rich Lecturn.
* New model for Common Chairs.

Ebony Throwing Knife and Daedric Throwing Knife

New throwing weapons


Misc

Morrowind Rebirth - Game Settings [Addon]
* The following change from v 6.3 has been tweaked: "NPCs being attacked without provocation will call for aid when attacked, but the radius from which other npcs will be alerted has been reduced by 50 %. Consider this being somewhat experimental, so let me know what you think.", from 50 % to 12,5 %.

Morrowind Patch Project 1.6.6 [For Rebirth]
* The background for regular 'miners' will now say 'I'm just a miner' instead of 'I'm just an egg-miner'. This was already done in the Morrowind Rebirth [Main] esp to prevent miners placed outside mines other than egg-mines saying things that were incorrect.

Morrowind Rebirth [Main] Alternative Plugin
* The alternative plugin now also reverts the amount of money carried by Creeper and the Mudcrab Merchant to vanilla values.

donate


[RELEASE] Morrowind Rebirth 6.5

[RELEASE] Morrowind Rebirth 6.5

News 2 comments

Greetings friends. The time has come to unveil yet another update, and with that another massive amount of changes. Vivec City improvements, Dagoth Ur...

[RELEASE] Morrowind Rebirth 6.4

[RELEASE] Morrowind Rebirth 6.4

News

Greetings friends. The time has come to release yet another update, and with that another huge amount of changes. Interior changes, landscape tweaks...

[RELEASE] Morrowind Rebirth 6.3

[RELEASE] Morrowind Rebirth 6.3

News

Greetings friends. The time has come to unveil yet another update, and with that another massive amount of changes. Interior changes, landscape tweaks...

[RELEASE] Morrowind Rebirth 6.2

[RELEASE] Morrowind Rebirth 6.2

News 4 comments

Hey guys! 2023 is here, which means yet another year has passed in the long history of Morrowind Rebirth. Last year was amazing in terms of development...

Add file RSS Files
[RELEASE] Morrowind Rebirth 6.61

[RELEASE] Morrowind Rebirth 6.61

Full Version 4 comments

This is the full version of Morrowind Rebirth 6.6.

[RELEASE] Morrowind Rebirth 6.5 [OUTDATED]

[RELEASE] Morrowind Rebirth 6.5 [OUTDATED]

Full Version 8 comments

This is the full version of Morrowind Rebirth 6.5.

[RELEASE] Morrowind Rebirth 6.4 [OUTDATED]

[RELEASE] Morrowind Rebirth 6.4 [OUTDATED]

Full Version 4 comments

This is the full version of Morrowind Rebirth 6.4.

[RELEASE] Morrowind Rebirth 6.3 [OUTDATED]

[RELEASE] Morrowind Rebirth 6.3 [OUTDATED]

Full Version 8 comments

This is the full version of Morrowind Rebirth 6.3.

[RELEASE] Morrowind Rebirth 6.2.1 [OUTDATED]

[RELEASE] Morrowind Rebirth 6.2.1 [OUTDATED]

Full Version

This is the full version of Morrowind Rebirth 6.2.1

[RELEASE] Morrowind Rebirth 6.1.1 [OUTDATED]

[RELEASE] Morrowind Rebirth 6.1.1 [OUTDATED]

Full Version 6 comments

This is the full version of Morrowind Rebirth 6.1.1

Post comment Comments  (0 - 10 of 3,289)
Guest
Guest - - 689,398 comments

Hello,
I’d just like to know if you changed the spells that vendors will sell as some of them seem missing from the list of available spells shown on the various wikis..
Excellent work by the way - very much enjoying it.

Reply Good karma Bad karma0 votes
trancemaster_1988 Creator
trancemaster_1988 - - 3,032 comments

Yeah the wiki is not really a reliable source where to find stuff like weapons, spells etc. Quests and so on will still be relevant though.

Reply Good karma+1 vote
PumpkinPotato
PumpkinPotato - - 10 comments

hey ive been playing the latest version of this mod on openmw 0.48.0 and its the only mod im using but it constantly crashes to desktop. doesnt show me any error or anything. it seems random too, sometimes its during character creation, sometimes its during the tutorial area and sometimes its when im in balmora

Reply Good karma Bad karma+1 vote
trancemaster_1988 Creator
trancemaster_1988 - - 3,032 comments

Does OpenMW have a crash log or something I can take a look at?

Reply Good karma+1 vote
Guest
Guest - - 689,398 comments

I have an issue in Indalen Ancestral Tomb. Whenever I enter the tomb everything is upside down and my controls are reversed, is their a solution for this?

Reply Good karma Bad karma0 votes
trancemaster_1988 Creator
trancemaster_1988 - - 3,032 comments

Huh though I fixed this. Damn.. well I'll add it to the list fpr the upcoming hotfix.

Reply Good karma+1 vote
MyLowBack
MyLowBack - - 9 comments

Can somebody help me? The Trouble at Odirniran Quest for House Hlallu is not showing up. Completed the escort and im stuck at "The Business of Vanderfell is ebony line". I am a member of the House.

Please, help with troubleshooting, im so tired of broken games. This is the fifth time, im playing Morrowind and always something spoils the run.

Edit: Also playing Open Morrowind and its not the latest Rebirth version (06/10/2022), since i started the play-trough long ago.

Edit2: K seem, i fixed it with Journal console commands. Is that going to break the rest of the Hlallu quests?

Reply Good karma Bad karma+1 vote
trancemaster_1988 Creator
trancemaster_1988 - - 3,032 comments

Fixing it with journal commands should be the same as completing in ordinarily. As for that specific quests I've never heard any issues regarding it. Perhaps there were a bug, but I don't recall anything similar.

Reply Good karma+2 votes
Guest
Guest - - 689,398 comments

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

|Totalitarian|
|Totalitarian| - - 1,032 comments

Practice dummies need health reduced to 200, or alternatively just have them never respawn. They are way too convenient to grind when you need level up multipliers right at the end of level up process (9/10 min/major skills), and allow going far beyond that. It's far too much health.

Also noticed some mismatching flags for keys and doors. e.g Hloa Oed the thieves guild quest to steal dwemer ornaments. I pick-pocked the Khajit but the key didn't work on the chest. There was another instance also but I don't remember where.

Maybe randomize 1 in 15 or so alchemy item containers to have nothing in them...the most reliable way to get money for the first third of the game is to rob everyone's sacks and baskets for ingredients to sell, and there is a LOT. There needs to be, as sometimes that is the only good reward for breaking and entering, but 1 in 15 shouldn't make too much an impact in that regard.

Also I made this...feel free to adapt in 6.6 or ignore.
Nexusmods.com

Nonetheless, this is surely the best mod for MW. Nice work.

Reply Good karma Bad karma+1 vote
trancemaster_1988 Creator
trancemaster_1988 - - 3,032 comments

Hey!

I've reduced the health further in 6.0, so don't worry.

As for the chest in Hla Oad you are correct. I've corrected the bug. Thanks! If you remember the other one please let me know.

I will consider changing the drop rate for ingredients and I will also take a look at your own settings.

Cheers

Reply Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments

Another request: quite a few instances of absurd drop counts from people. The Balmora Council club members all drop 10 of good value items, particularly journeyman repair hammers and lockpicks. But also others like a vampire-infested dwemer ruin southwest of the ashlander camp involved in the main quest, again 10+ hammers dropped by an enemy. The counts should be halved, if not more.

Also another report for you: in the main quest that sends you to the burial tomb to get the bow to convince the ashlanders of your status, said tomb has a bunch of offset mummies and chests (floating in the air). In one of the side areas on the way to the item of interest.

Reply Good karma Bad karma+1 vote
trancemaster_1988 Creator
trancemaster_1988 - - 3,032 comments

I've made the items spawn in hidden chests instead. That way you can still have the same amount of items available, but if you kill the bunch (which is very likely) the stuff will not be there for easy money.

Will look into the mummies and chests. I know I've looked over it before, but another pass might be needed.

Cheers

Reply Good karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments

More on the practice dummies: I can't stress enough the need for a significant nerf. Vanilla had practice dummies already (egg mines, especially the queens). But they were less often encountered and out the way. I like the concept of the dummies but they ideally need to not respawn AND have like 200 health AND have a number of them removed.

1. As-is, far too convenient to safely level your weapon skills (especially since they are often right next to a smith for repairs).
2. Far too convenient to optimize level up multipliers during town gameplay.
3. Clashes with the already severely limited relevance of egg mines.
4. Accelerates the rate at which you become highly proficient with weapons. I spammed spear on the dummies (further incentivized by the endurance HP on level up mult) and now I am a spear master and OP too early. I should be a good ten spear levels behind, and not have maxed out my attributes so optimally already.

Reply Good karma Bad karma+1 vote
|Totalitarian|
|Totalitarian| - - 1,032 comments

Suggestions to add to your "recommended graphics mod with Rebirth" guide:

Nexusmods.com works very nicely with Rebirth + on top of texture packs like 'MW Textures Enhanced' and fixes the ugliest aspect of the game (caves), which the AI upscale did pretty much nothing for. An absolute must-have.

Nexusmods.com another texture pack to install on top of the AI upscaled 'MW Textures Enhanced' pack. This is only ground/floor textures. Works wonders, just compare seyda neen and the nearby marshland to what it looks like with only the upscale pack installed.

Nexusmods.com Adds a little flavor to vivec and velothi exterior texturing which goes well with your clutter additions. May not be to everyone's taste but is good for the variety and detail. Test and see.

I will return at a later date to suggest some additions to your gameplay guide.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

X