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. Experience the world of Morrowind in a new light, try out Morrowind Rebirth today!

Report content RSS feed [RELEASE] Morrowind Rebirth 2.2!

Ladies and gents, this is the moment you have all been waiting for. Let me introduce to you, the new version of Morrowind Rebirth! Like with all my other updates the changelog that follows is massive and what you see down below is not the whole story! The main feature of 2.2 will be the balance pass on weapons, let me know what you think about that! I hope you'll enjoy this update!

Posted by on

2.03 released!

Rebirth Fixes

* Rebalanced the lengths' (again) of the spears. The reach of the spears should differ depending on the length of the spear (in-game mesh size), something which I didn't take into account the last time.
* Dren Plantation fixes. A tree were floating, an overhang were clipping through the wall and a lamp pole and its lantern hung in mid air.
* Golam Urellas's and Fairne's shacks' had the wrong script attached to the doors, making it impossible to enter either of them.
* The door Chun-Ook (The big ship in Ebonheart) had the wrong teleport marker (took you to the Ashlands).
* Changed "Jhamondile Dremon's home" to "Jhamondile Dremon's House", also fixed some floaters inside.
* Somehow I managed to remove the travel-markers for the Slave Market in Suran, all fixed now.
* Moved the travel-marker outside Vivec, it displayed "Ascadian Isles" instead of "Vivec".
* "Scourge", a Daedric Battle Axe were restored. Enchantment/Model was missing.
* Llaala Girendal & Rleno Medan, Ald-ruhn Temple had no assigned head meshes.
* Jhamondile Dremon, a imperial In Caldera were incorrectly set as a trader.
* Fixed a typo which made it super-expensive to use the MG travel-service.
* Several fixes and improvements to the Imperial Legion Barracks, Caldera.
* The Black Goblet in Suran had the wrong script attached to the doors.
* Reduced the cost for elemental shields (nerf from previous change).
* Tarvyn Faren, a dumner at Vivec Entrance had duplicate records.
* Corrected a missplaced door on top of Lighthouse in Ebonheart.
* Removed Skooma bottles and Nordic Mead from Shenk's Shovel.
* Silver Katana was changed from Two-Handed to One-Handed.
* Fixed the ground at the entrance of the "Eight Plates".
* Added ownership to all lanterns in Caldera/Pelagiad.
* Dwemer weapons are no longer refered as "Dwarven".
* Removed some script fixes (not needed due to MPP).
* Fixed a typo in "Drunk Dumner", to "Drunk Dunmer".
* "Templar Shield" to "Imperial Templar Shield".
* Fixed a floating doorframe in Shenk's Shovel.
* Anti-cloned the Buoyant Armigers', Ghostgate.
* Removed 2 missplaced doors, Ald-ruhn Temple.

Rebirth Additions

* A major overhaul for Ebonheart. The inner courtyard have been redesign along with better visuals for the main plaza.
* Better sorting for some misc items. Example: Wooden items have "Wooden" prefix, "Wooden Bowl", Silverware items have "Silverware" prefix, "Silverware Knife" etc.
* A minor overhaul for Balmora. Removed a massive amount of rocks around Balmora to make it more fps friendly.
* A minor overhaul for Seyda Neen. Mainly landscape improvements.
* Anti-cloned Imperial Guards (most of them anyway).
* Better name-prefixes for potions.

Ebonheart WIP


Vanilla Fixes

* Imperial Guards and Captains were refered as "Guard" and "Guard Captain". Corrected to Imperial Guard/Guard Captain.
* One centurion spider used the wrong blood texture - "Red", instead of "Gold". Also removed its soul value.
* Adjusted a travel-marker in Murberius Harmevus's House that sometimes leave the player stuck.
* "Draugr" and "draugr_co_3" didnt have the proper spells and immunities.
* Left/Right Glass Bracer changed to Glass Left/Right Bracer.
* Two potions of Paralyze were incorrectly named "Night Eye".
* Madres Navur in Pelagiad had no AI-package.
* "Bound_Helmet" changed to "Bound Helmet".
* Removed "Resist Frost" from all guards.
* Junal-Lei in Pelagiad had no AI-package.
* Angoril in Pelagiad had no AI-package.
* Skeleton Archers now drop Bonemeal.
* Fixed several floaters/seams.

Balancing

* Guild chests have less potions (cheap ones removed). Also removed the arrows/bolts from the Fighter Guild's Supply Cheast, replaced them with something more apporopriate.
* Some artifacts have been nerfed others buffed. The values will now be in proportion to how powerful the artifact is. Obviously still a work in progress.
* A major damage overhaul for all weapons. They should now have proper damage based on real world counterparts (slash/chop/thrust).
* Some skills are now a bit harder to raise
- Athletics: In vanilla MW you level up too fast just running around. Not a huge tweak but at least enough to make it balanced.
- Long Blade, Short Blade, Blunt, Spear & Marksman: A slight nerf in progression rate.
* Raised the value for Guar, Alit, Kagouti, Netch skin/leather.
* Reduced the value and AR for Dark Brotherhood Armor.
* Some small adjustments to spells.
* Reduced the cost for enchanting.

Visual

* New Signs for "The Silver Barrel" and "Black Goblet".
* New forge for Imperial Forts.

And a LOT of other small fixes/additions.

Let me know what you think!

Comments
Schopenhauer
Schopenhauer

Great!! Keep it up, makes me happy :-)

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Omegakill
Omegakill

You get a plus vote just for having Magic as your DP

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Schopenhauer
Schopenhauer

Hehe, that’s the right attitude :-)

By the way, there is this Kickstarter ongoing for Jagged Alliance Flashback... they need every help they can get ;)

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nitebones
nitebones

how do i update from the older verstion

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trancemaster_1988 Author
trancemaster_1988

just overwrite and use wrye mash to repair your save-game: Uesp.net or simpler start a new game.

Reply Good karma+1 vote
VitaminK
VitaminK

as always, good work

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Executor-64-
Executor-64-

oh yeah :D

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Sigilstone17
Sigilstone17

Awesome. Question though; are you going to roll in some crafting features or are you going to leave that to other mods?

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hormonella
hormonella

Soooo, is this a total convertion, or is it the original game, just updated?

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trancemaster_1988 Author
trancemaster_1988

original game updated - overhaul so to speak.

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Guest
Guest

Please post the changes in a full version history... I have no idea what I'm getting into, just now installing 2.2, and not having played any earlier versions.

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Omegakill
Omegakill

I think if you download 2.2 you should have a change log within the files that outlines everything, if not I'm sure they have a forum or some sort of website with that information in.

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trancemaster_1988 Author
trancemaster_1988

I've just made a post in the "features" section with the changelog, it should be accessable in a few hours.

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Sigilstone17
Sigilstone17

That's what we call the "thrill of discovery." It makes things more interesting.

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Omegakill
Omegakill

Great to see this is still coming along strong, will probably wait until most things have been updated before I install this. Good luck with the project!

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Kark-Jocke
Kark-Jocke

This looks great! :D

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wikkid1
wikkid1

WOW! I didn't realize anybody was still working on Morrowind. I never got a chance to play it back in the day, didn't get into TES until Oblivion, so I've always wanted to... maybe this mod will finally push me to play it some more.

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trancemaster_1988 Author
trancemaster_1988

I'd suggest you wait until I release the hotfix for this patch, as it has a number of fixes and additions you don't wanna miss :D

Btw, there's a lot going on for Morrowind, just check these places:

Forums.bethsoft.com
Morrowind.nexusmods.com

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badboy_zay
badboy_zay

hotfix? do you mean there will be an upcoming patch? if there is I will wait for a wait, I plan to do a new game

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trancemaster_1988 Author
trancemaster_1988

Yes there will be an upcoming patch in a few days. Keep your eyes open!

Reply Good karma+2 votes
tonyg8
tonyg8

Hi -great mod, but I find that the 'options' menu does'nt keep my settings, ie every time I 'die' and restart [or re-start from new] I have to re-set my sound and video etc settings- will the patch remedy this too? PS- I also had the 'snowflake not loading' glitch, so took advice from the forum and moved all to the 'C:/ drive' - could this be the cause?

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trancemaster_1988 Author
trancemaster_1988

Hm I have never heard of this issue before, that your settings will reset everytime you die. You should make a post at the official forums (preferably here: Forums.bethsoft.com), perhaps someone over there will be able to help you.

Reply Good karma+1 vote
tonyg8
tonyg8

Thanks for your quick reply Trancemaster - I will take your advice and check out the forum.

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SinKing
SinKing

Morrowind never dies! I didn't completely understand the game's depth back then, but looking back it was really unique. Great to see you are bringing it up to date and more.

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