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.
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!
Great!! Keep it up, makes me happy :-)
You get a plus vote just for having Magic as your DP
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 ;)
how do i update from the older verstion
just overwrite and use wrye mash to repair your save-game: Uesp.net or simpler start a new game.
as always, good work
oh yeah :D
Awesome. Question though; are you going to roll in some crafting features or are you going to leave that to other mods?
Soooo, is this a total convertion, or is it the original game, just updated?
original game updated - overhaul so to speak.
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.
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.
I've just made a post in the "features" section with the changelog, it should be accessable in a few hours.
That's what we call the "thrill of discovery." It makes things more interesting.
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!
This looks great! :D
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.
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
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
Yes there will be an upcoming patch in a few days. Keep your eyes open!
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?
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.
Thanks for your quick reply Trancemaster - I will take your advice and check out the forum.
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.