Hey guys! It's time for v 3.0, and this is a big one. There's a lot more 'under the hood', but down below you can see some of the changes in 3.0. Enjoy!
Morrowind is the third game in the series known as the ” The Elder Scrolls”. You might be familiar with the previous games in the series, such as "Arena" and "Daggerfall", but most certainly you're well aware of Morrowind's sequels: "Oblivion" and "Skyrim". Morrowind hit the store shelves back in 2002, and became an instant hit among the entire gaming community. It was not only embraced due to its stunning graphics of that time but also for the intriguing storyline, the immersive gameworld and its depth. Some RPG enthusiasts also regard Morrowind to be one of the best role-playing games of all time, sharing the title with other fantastic games such as ”Baldur's Gate II: Shadows of Amn”, ”Neverwinter Nights” and ”Dragon Age:Origins”.
The game takes place on the island of Vvardenfell, which is a province in Morrowind. Due to the nature of the game you can actually do anything you like, without getting punished for it. Perhaps that's also the main reason to why it's still so popular, more than 10 years after its release. Morrowind is a great game, of that can be no doubt.
"Rebirth" sprung to life in 2007 with my mod-series ”New Cities Project”, which basically can be described as town-expansions of different cities such as Seyda Neen, Caldera and Gnisis. As this project went on, I had some sort of revelation - why not merge all the plugins, and create a massive overhaul of sorts? What you see here is the result of that process; A full concept modification, or overhaul if you will, that will transform Vvardenfell into something very special. Down below you can view some of the changes, but expect to see a lot more in-game.
Please keep in mind that this mod is a work in progress, meaning that things can and will change. For those of you who want more information about the changes in this modification, please refer to the following changelog (outdated): Moddb.com and/or watch this video for a quick general overview: Moddb.com
New encounters and places to visit
Explore the Island of Vvardenfell once again, but keep in mind that things are not what they used to be. New packs of bandits and villans have made it harder to travel throughout the wilderness, new dark cults have formed and it's harder than ever before to survive in an already dark and hostile enviroment.
Rebuilt cities with loads of details
Cities are no longer empty shells with a few NPCs wandering about. Expect a massive increase in detail including new traders, NPCs, houses, shops, Inns and an overall feel that cities are actually "alive".
More than 20 new creatures to battle
Encounter new vicious creatures such as the mighty Draugr Deathlord, the chilling Frost Monarch or the charming Daedra Seducer. Beware, these foes are not to be taken lightly!
New weapons, armor and misc items
Battle your way through Vvardenfell with a vast array of new weapons and armor, both normal ones that complement sets already present in-game and uniques' that are far more powerful.
New music, splashscreens and main menus
Included are new tracks, suited for both battles and for exploration, 11 new beautifully crafted splash screens, and two new main menu screens. These additons are optional, and not needed for the mod to function properly.
Better landscapes with less seams and floaters.
In Morrowind there were a lot of empty flat areas and very little efficiency in use of space. With Rebirth I've tried to eliminate these issues, giving each area a unique look. There has also been an effort to eliminate all texture seams and floaters throughout the world.
Balance tweaks and bugfixes
Fixed a large number of floaters, reduced clipping meshes, corrected miss-aligned objects and fixed some script/text bugs. Also tweaked settings, spells, weapons, armor, misc items, merchants etc to make the game more balanced and enjoyable.
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 here Moddb.com or send me a personal message.
Morrowind Graphic and Sound Overhaul and Morrowind Rebirth
Clarification: Morrowind Rebirth is nothing like MGSO. Rebirth is all about enhancing the in-game experience by overhauling cities/landscapes, by fixing bugs and balance issues, and by introducing new creatures, weapons and armor-pieces. MGSO as you might have noticed by now, is all about graphics and sound. Obviously there are some graphical elements in Rebirth, but these are mainly mesh-replacers, and are aimed to make the in-game models a bit easier on the eyes.
With that said, is Morrowind Rebirth compatible with MGSO? That depends! There are some things you need to do in order to avoid issues (though you may still experience some issues). Start by downloading MGSO, then click the installer and follow the instructions until you reach to "custom option"-screen. Now keep in mind that you need to tick the "custom mod" option for each flora region. You will also need to deactivate grass by choosing "no grass" for both Vvardenfell and Solstheim. Last but not least. Do NOT tick "Animated Morrowind". It's not compatible with Morrowind Rebirth.
When you've completed the installation, please continue with Morrowind Rebirth. Extract the files to your Morrowind root folder as stated in the Morrowind Rebirth readme. If you're told to overwrite any files, press "no" (I've had a few people reporting that pressing "yes" might cause issues). There's also five plugins included in the MGSO archive that need to be removed: "Texture Fix 2.0.esm", "Poorly Placed Object Fix 1.2.esm", "Morrowind Patch 1.6.5 Beta (BTB Edit).esm", "Windows Glow" and "Animated Morrowind". That should be it.
Old Save Games
A lot of people ask me about save game compatibility between patches. It's actually not a problem if you use "Wrye Mash". So what's Wrye Mash and why should you get it? Here's a short description from the uesp wiki "Wrye Mash is a general purpose utility for managing and repairing mods and savegames. Currently it is the only tool that systematically prevents NPC doubling. It combines multiple mod-management capabilities making it one of the most strongly recommended utilities for both modders and players". Download the program here:http://www.uesp.net/wiki/Tes3Mod:Wrye_Mash, and be sure to check the readme too (which can be found at the same page).
Morrowind might be an old game but this doesn't mean that your old laptop can run Morrowind Rebirth without any issues. In some areas such as Balmora you will get fps drops if you don't have decent computer. If you're using a lot of texture replacers it might be a good idea to remove some of these to increase the overall performance. If you're using MGE or MGEXE you might want to reduce the distant statics detail, remove some shaders or skip the fancy fog effects.
Installation and requirements
Please read this article if you are new to mods: Moddb.com
Morrowind Rebirth is a huge modification and will not work well with a lot of other mods, especially those that alter landscape or add new buildings. There's no list of specific mods that work with Rebirth, but the most popular ones like "Tamriel Rebuilt" and "LGNPC" should work just fine (minor issues). Mods that add or alter dialogue should work well too. If you have any other questions regarding mods and compatibility, let me know and I'll try to answer them for you.
Do not use "Morrowind Rebirth 3.0 - Morrowind Patch 1.6.5 Beta [Rebirth Edit]" included in the Morrowind Rebirth archive along with "Morrowind Patch 1.6.5 Beta", "Morrowind Patch 1.6.5 Beta [BTB Edit]" or the "Unofficial Morrowind Patch Project". Also note that "Texture Fix 2.0", "Poorly Placed Object Fix v1.2", "Windows Glow", and "Animated Morrowind" are not compatible with Morrowind Rebirth.
* Corrected a dialogue topic saying that: "The iron warhammer has a single head with a balancing spike to penetrate plate armor". This is incorrect. The iron warhammer has two heads.
* "Crazy Batou" is not longer "essential", as he's not related to any quests, and killing him does not have any negative consequences.
* Fixed incorrect water height in the following cells: Vivec, Telvanni Underworks and Vivec, St Delyn Underworks.
* Marayn Dren, Balmora Guild of Mages, will no longer sell summon spells. Summoning is illegal in Vvardenfell (I'll probably revert this "fix" in the next update).
* Added missing Shrine of St. Rilms and Shrine of St. Llothis to the Temples in Suran, Molag Mar and Vos.
* Added an Orcish Battle Axe to Dur gro-Grambak's inventory (He had no weapon to defend himself with).
* Key to Worm Lord's Tomb was placed below ground level and thus inaccessible to the player.
* Ashumanu Eraishah, Suran Tradehouse, will no longer sell Moon Sugar and Skooma.
* Llaren Terano's corpse will now persist (carries "Ice Blade of the Monarch").
* Rols Ienith's corpse will now persist (carries "Rotheran propylon index").
* Crazy Batou's corpse will now persist (carries "Bloodworm Helm").
* Umbra's corpse will now persist (carries "Umbra Sword").
* Ajira will now sell potions of rising force, as described in her dialogue.
* Robe of the Lich enchantment was "cast on use" instead of "constant".
* Removed vampire script from Jeanciele Macile. He's not a vampire.
* Warlock's Ring now restore health (as described in lore).
* Removed the spell "Dagoth's Bosom" from Senise Thindo.
* Fixed 0 level locks in tombs, caves and dungeons.
* Added missing enchantment to "Dart of Judgment".
* J'Ram-Dar should be a Khajiit, not an Argonian.
* Removed several missplaced "floating" barrels.
* Removed the spell "Ash Feast" from all NPCs.
* Fixed a couple of hundred floating objects.
* Added missing temple marker in Maar Gan.
* "common_robe_02_h" used incorrect mesh.
* Rindral Dralor is now a shipmaster.
* Galyn Arvel is now a shipmaster.
* Fenas Madach is now a publican.
+ fixed a bunch of other NPCs' which had the wrong class assigned to them.
* Corrected a dialogue topic saying that "Don't bother looking for a convenient system of bridges or ferries across the lakes and rivers. There aren't any.". This is inccorect. There are 'ferries' (in Rebirth) and bridges, although few and far between. Changed dialogue to reflect this.
* Removed the books "The War of the First Council" and "Nerevar Moon-and-Star" from Caius Cosades' House. The player is told by Caius to buy these books from the bookseller in Balmora.
* Fixed some issues in Suran including several wall-pieces that wasn't aligned properly.
* Tadali Andala no longer stands on her bed in The Black Goblet tavern, Suran.
* Fixed pathgrids in Caldera, Vos, Ebonheart, Gnisis, Balmora and Seyda Neen.
* Added missing ownership-flags to items inside Dunmer Delicacies, Balmora.
* J'Ram-Dar no longer have the ability to summon bears and wolves.
* Removed scripted doors from Dunmer Delicacies, Balmora.
* Harald no longer sells repair hammers without uses.
* Removed ownership flags from empty containers.
* Tadali Andala now wears a pair of shoes.
* Fixed some typos.
* Golden Saints will no longer drop glass/ebony weapons each and every time. Instead they'll use bound weapons, with a very small chance to drop glass/ebony weapons upon death.
* The following spells ("toxic cloud", "fire storm", "lightning storm", and "frost storm") have been tweaked for better balance (damage from 1-20 to 5-20, duration from 5 to 3 seconds)
* The following spells ("large fireball", "large shockball" and "large frostball") have been tweaked for better balance (damage from 10-35 to 10-30).
* The following spells ("fireball", "shockball", "poison" and "frostball") have been tweaked for better balance (damage from 5-25 to 5-20).
* Ash Slaves are now less of a challenge at lower levels. They've also recieved a diffrent set of spells to make them move versitile in combat.
* You can no longer barter with Falvel Arenim (only had 4 things for sale), Hlaalu Council Manor. He still offers training, however.
* Decreased 'Alit Bite' poison duration from 5 seconds to 3 seconds. This should make Alits less of a pain at lower levels.
* Nalcarya of White Haven's house, Angus's house and The Evil Mudcrab and many other interors have undergone a makeover.
* Decreased the chance of 'dwemer ingredients' to appear in dwemer barrels/chests (from 50 % chance to 25 %).
* Glass Daggers and Iron Daggers are now a bit more durable, and therefore less likely to break in combat.
* The door leading to the Master Alchemy Set, Caldera, is no longer locked. The set is guarded, however.
* You'll now find more ingredients/books/weapons etc (added by Rebirth) placed in the gameworld.
* Fixed some cases where Ash Ghouls (Dagoths) were much weaker than the regular Ash Ghoul.
* Fixed several balance issues with Absorb Health/Absorb Magica/Absorb Fatigue.
- Reduced duration from 30 seconds to 1 second.
- Drastically increased magica cost.
* Increased duration of Chameleon spells from 10 seconds to 15 seconds.
* Removed some slaves from Dren Plantation in an effort to improve performance.
* Merchants will restock their gold every 3 days (instead of 7).
* Buffed Dreamers hitpoints to make them more of a challenge.
* Liches now have the ability to summon Skeletal Minions.
* Decreased crossbow damage by 5 points (all crossbows).
* "The Rift" can be found somewhere in The Grazelands :]
* The cost of training has been reduced by half.
* Clannfear Runt no longer drop deadra heart.
* Landscape changes, fixes and improvements.
+ A complete overhaul of Caldera Mine.
* Some traders will now have more gold.
* Lowered weapon reach of most spears.
* Increased minimum running-speed.
* Find a way into 'The Rift' and obtain a new powerful artifact.
* New improved mesh for Iron Shield and Iron Skull Shield.
* New improved meshes for wooden platforms (dock statics).
* New improved meshes for the Ebony Dart, Staff and Mace.
* "Forsaken Blade" now has its own model and icon.
* New improved meshes for Imperial architecture.
* New icon for the shield "Emperor's Defence".
* New improved meshes for Hlaalu architecture.
* Daedra Seducers are now less.. cute (lol).
* Decreased the amount of loot (including glass daggers, swords, pauldrons..)
* Decreased the value of several items.
* Made NPCs tougher.
* Golden Saint/Morag Tong gauntlets doesn't render as supposed to when viewed in first person.
* Iron Throwing Star isn't held properly in first/third person.
* Some map textures are not working as intended (scrolls).ą
Highest Rated (8 agree) 10/10
subtle changes making Morrowind a completely fresh experience
I wandered around for a short while, not having played the game for years and I couldn't quite put my finger on it; but it just felt as if though the whole game-world had changed
simply amazing accomplishment
Dec 11 2011, 5:26pm by Lord_Santa