Post news Report RSS Final Changelog for Morrowind Rebirth v 1.0

It's getting close to release for v 1.0. I can't promise that I'll be done at the end of May, but it won't be another month..

Posted by on

It's getting close to release for v 1.0. I can't promise that I'll be done at the end of May, but it won't be another month. So what have I been doing since the last preview? Well I've been scouting the net & various elderscrolls sites for further information to make Morrowind & Vvardenfell a better place, without breaking lore. Some of these changes were listed in the preview, but I've since then added loads of things. I hope you like it. And please, If you have any suggestions they are more than welcome!

Here's the "final" list for 1.0:

********************
General Changes:
********************

* Added the missing interiors for Vivec Docks.

* Added the missing interiors in Pelagiad.

* You will now need a muckshovel to "harvest" muck.

* You will now need a minerspick to get glass, ebony & adamantium.

* You will now need Hospitality Papers to receive any services in Sadrith Mora from the Telvanni

* Fixed a large number of small issues like: floaters, pathgrids & ownership.

* New things introduced like the cupcake, falmer short/longsword, blue hornlilly etc.

* Continuation on the project (landscaping) to make Vvardenfell less barren & more realistic.

* Some special characters are now much stronger that vanilla Morrowind, like they should have been.

* A large number of new NPC's

* Further additions to the cities around Vvardenfell. (Previously mentioned cities)

* Added a separate plugin, "Morrowind Rebirth - Creature Realism". Cliffracers, mudcrabs, rats & other small annoying creatures won't attack unless you do anything to them (blighted/diseased excluded). I've also modified some creatures like Ogrims to be much stronger, have more health but to be far slower than the vanilla game. Creatures like rats (rats will also be smaller), scamps & clannfears' are much faster but have less health. I'll provide a more detailed explanation later on.

* Just like in the "Expansion Integration", you will now encounter Dwemer Archers in Vvardenfell's ruins. Also:
Some of the vanilla Dark Brotherhood members now wear the Dark Brotherhood armor-set.

* Imperial Archers now wear imperial chain boots & imperial chain gauntless.

* Imperial Studded Leather/Imperial Silver Cuirass/Imperial Dragonscale Cuirass now counts as an Legion Uniforms'.

* Gave the Imperial Guards in Gnisis Imperial Broadswords instead of Imperial shortswords. This due to thier low skill in using shortswords.

* Now it will snow in the Hirstaang Forest (20% chance).

* Guild chest added to Caldera Mages Guild.

* You will now be able to β€œhit” ghosts using Adamantium Weapons.

* New creatures: The Seducer (can only be found in deadric ruins), the Scorpion (Molag Amur) & the Goblin Shaman (Mournhold Sewers).

* Added faction & rank to Imperial Archers (Imperial Legion/Trooper)

* Tuned the light in some of the new interiors. In some cases they were far to bright to seem realistic.

* You can now find new Deadric & Dwemer Long Spears in Vvardenfell's ruins. Long spears have a greater
range than ordinary spears. They also cause greater damage.

* Added missing attacksound to Ascended Sleepers.

* Npc's will have much lower disp if you have your weapon drawn during conversations. (-15 points)

* Training is more costly. (2x the vanilla)

* Better Forts:

********************
Racial Changes:
********************

* Made Night-Eye an ability (Permanent) for Kahjits & made the waterbreathing last longer for the Argonians.
Just like it should have been. I really wanted it to be an ability for Argonians too, but it will ruin the mainquest.

* Argonians have been given a new ability: Swift Swimmer. (20 points)

* Khajiit's now have a natural resistance to cold due to their pelts, although they will be varnuable to fire.

* Altmers' have had their weakness to fire lowered (25 points instead of 50). their weakness to magica have been removed & they now have the ability to resist paralysis. β€œ(Due to their incredibly strong minds, some Altmer are naturally immune to paralysis, both natural and magical.)”. In the vanilla game Altmers' are incredibly weak & I couldn't find out why fire weakness should be higher than the other weaknesses. Neither did I understand why they had a weakness for magica. Please fill me in if you find anything. (http://www.uesp.net/wiki/Morrowind:Altmer)

* Lowered the attribute (agility) drain when using the Orcs racial power, "Berserk", from 100 points to 50.

* Added paralyze 5 sec to the Nords racial power, Thunderfist. It will also cause more dmg 25-50 instead of 25-25.

* Racial Powers will always succeed.

********************
Music
********************

* New music pack by an experienced composer, more info in the media section at moddb.(https://www.moddb.com/mods/morrowind-rebirth/videos)

Here's a new piece by Rich:


Videos & Audio - Morrowind Rebirth Mod for Morrowind - Mod DB

********************
Graphical
********************

* New deskop icon for Rebirth.

* Improved splashscreens with Morrowind Rebirth logo.

* The Steel Broadsword now has its own mesh instead of sharing that of the Imperial Broadsword.

Post comment Comments
lol1234
lol1234 - - 1,765 comments

I went and got myself ALL of the guys songs, well, all of the ones I could get from his site :)

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: