Enjoy the latest and greatest, Morrowind Rebirth 3.3! Patch notes can be found in the news post "[RELEASE] Morrowind Rebirth 3.3".
1) 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.
2) Morrowind Rebirth is not a mod-compilation. Yes there are a few mods included in Rebirth, but I wouldn't call that a compilation. This mod was made by hand, using assets and resources made by Bethesda and the Morrowind community.
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: 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 throughout Vvardenfell with a vast array of new weapons and armor, both normal ones that complement existing sets, 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 thus more 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
/support or send me a personal message.
Morrowind Graphic and Sound Overhaul and Morrowind Rebirth
Again, 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
Please read this article: Moddb.com
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 3.3 - 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.
Thursday - release day! Time for another patch boys and girls. Down below you can view the changes in v 3.3. Enjoy!
* Fixed a few Nords running around naked (not the ones whom had their clothes stolen).
* Varo in Varo Tradehouse will now offer a bed for rent.
* Fixed 0 level locks in tombs, caves and dungeons.
Morrowind Rebirth Fixes
* Made some edits to the topic "sell something" and "Museum of Artifacts" to reflect the fact that you're only offered ten percent of the total value of any artifact sold.
* The sword 'Racerbeak' had an enchantment error where the weakness to poison spell duration was set to 2 seconds instead of 30 seconds.
* The door to Tansumiran Cave Dwelling, Gnisis, wasn't placed correctly leaving a big gap between the door and the frame.
* Moved two urns outside Fast Eddie's house in Balmora so that the player doesn't get stuck upon exiting the building.
* The spell 'Wild Open' had the same magnitude as 'Great Open'. Changed 'Wild Open' magnitude from 50 to 75 points.
* The sword 'Truthseeker' had an enchantment error where the shock spell was set to 'self' instead of 'touch'.
* Clannfear Runts running speed was set too high, which made their animation run out of sync.
* Stunted Scamps running speed was set too high, which made their animation run out of sync.
* Gorvas Vules, a prisoner at Moonmoth Legion Fort will no longer offer travel services.
* Fenandre and Llaala Arethan in Vos didn't offer trading services as supposed to.
* Assantus Hansar and his companions are once again encamped south of Ghostgate.
* Caius lost his shirt after a rough night at the South Wall Cornerclub.
* Cassius in Seyda Neen will no longer offer trading services.
* Golden Saint summons had 766 spellpoints instead of 400.
* Fixed a burried travel-marker in Vos.
* Landscape fixes and improvements.
* Fixed a floating house in Vos.
* Fixed a few typos.
New model and texture by 'TheInkBunny'
Morrowind Rebirth Changes
* Removed several columns near the High Fane, Vivec, to allow for better compatibility with the mod 'Dramatic Vivec'.
* Arrille will now offer an unlimited supply of torches.
* Arrille now has a few more basic spells for sale.
* The lighthouse in Tel Vos now has an interior.
These changes will make it possible for easier travel throughout the Bitter Coast Region. Removing options is obviously a bit controversial, but In my mind they didn't make much sense.
* You can now travel from Seyda Neen to Gnaar Mok by boat and vice versa.
* You can now travel from Hla Oad to Khuul by boat and vice versa.
Previously missing options (could travel from Seyda Neen but not the other way around)
* You can now travel from Hla Oad to Seyda Neen by boat
* You can now travel from Khuul to Seyda Neen by boat.
* You can no longer travel from Hla Oad to Ebonheart by boat.
* You can no longer travel from Hla Oad to Molag Mar by boat.
After watching too many let's plays I've Identified a couple of balance-issues:
* Many restoration spells were a bit overpowered for their magica-cost, making the game a bit too easy at lower levels. A slight cost-increase and some magnitude adjustments were made to counter this issue.
* Ash Vampires, Golden Saints, Dremora Lords, Dreamers and Winged Twilights have all been given a bit more health to make them more of a challenge.
* Getting hold of 'Eleidon's Ward' (note: I also buffed the enchantment a bit from a previous nerf) is now very difficult.
* Dark Brotherhood Assassins in Mournhold are now much stronger than the ones attacking you in Vvardenfell.
* Removed 'Demon Maces' from most NPCs in Ald Deadroth. Replaced them with enchanted steel maces.
* Getting hold of 'Keening' is now a lot harder.
* Spellmaking is now twice as expensive.
* Dagoth Ur now has more health.
Other balance changes
* Removed negative effect from the 'The Serpent' birthsign (Damage Health 1-1 points for 30 seconds) + added a new power: 'Mark of the Serpent', which cures Poison.
* Creature spawns in the Red Mountain Region are no longer dependant on player level. This means that you will encounter high level creatures from lvl 1.
* Flame, Frost, Poison, Shock and Magicaguard Robes enchantments magnitude/duration changed from 100 points for 10 seconds to 50 points for 15 seconds.
* The magnitude of burden spells have been increased drastically, making them sort of useful for draining your opponents fatigue.
* Sorkvild the Raven and his companions have been given a much needed boost in terms of stats and equipment.
* 'Lover's Kiss' (The Lover Birthsign) paralyze effect has been decreased from 10 seconds to 5 seconds.
* Darts added by the Tribunal expansion will no longer be ohk weapons, but remain powerful.
* Lots of enchantment adjustments to magic/unique armors, weapons and clothing items.
* Gothren's Dremora guards will no longer carry exceptional weapons such as Daedric.
* Dremora/Dremora Lords will now cast fire shields instead of barrier shields.
* Reduced the cost of invisibility spells by almost 50 % (compared to v 3.2).
* Lots of price adjustments to armors, weapons and clothing-items.
* Reduced the cost of reflect spells by 50 % (compared to v 3.2).
* Reduced the cost of sound spells by 50 % (compared to v 3.2).
* Dremora/Dremora Lords will now have a 50 % resistance to fire.
* Reflect/levitation/sound-spells will now last longer.
* New improved model and texture for the Adamantium Dagger.
* Texture fix for Imperial Guard Tower.
* UV fix for Velothi trapdoors.
* UV fix for common windows.
* New meshes for planterns.
Balmora's Underworld Changes
* Tweaked health/attribute values of NPCs.
* Tweaked the value of a bunch of items.
* Tweaked/fixed several enchantments.
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 by Lord_Santa