Report article RSS Feed [NEWS] Feedback and Suggestions: Part 1

Greetings everyone. I hope you like the latest installment of Morrowind Rebirth (2.31)! I want to ask a few questions to the community and I hope you can take your time to answer at least a few of them, it would mean a lot to me and to the progression of the mod.

Posted by trancemaster_1988 on Jul 5th, 2013

Feedback
Greetings everyone. I hope you like the latest installment of Morrowind Rebirth! I want to ask a few questions to the community and I hope you can take your time to answer at least a few of them, it would mean a lot to me and to the progression of the mod.

1. What do you like about the mod?
2. What do you not like about the mod?
3. What do you like to see in the future?
4. What do you not like to see in the future?
5. What do you think about the game balance?
6. What do you think about the new creatures?
7. What do you think about the new weapons/armor?
8. Is there anything else that you'd like to talk about?

Please let me know what you think!

Preview
I'd also like to make a small preview for the next version, no biggie really but I'm convinced that people want these back (hint: Mushrooms). This change will also spare you guys a few fps in dense areas.

That's it for now!

Have a great weekend everyone!

Post comment Comments
hastamasta
hastamasta Jul 5 2013, 5:07pm says:

Sincerely i can not play morrowind without MGSO, so it would be great if new items has graphical quality par with MGSO to ensure harmony.
Thansk for the effort as always

+1 vote     reply to comment
trancemaster_1988
trancemaster_1988 Jul 5 2013, 6:07pm replied:

Yes its probably a good idea. Most (not all) items added are just meshes using vanilla textures, so when you add retextures, they will also take advantage of those. It's a good balance since those who want vanilla textures will just see vanilla and those who for example use MGSO will see the new textures included in MGSO.

+1 vote     reply to comment
Lacedaemonius
Lacedaemonius Jul 5 2013, 5:13pm says:

Separate esps for different modifications. Ie an esp for additional armor, weapons, and other content, another for NPC modifications, another for town and world overhaul, another for balance changes, etc.

Also maybe add quality fanfics as ingame literature?

+1 vote     reply to comment
trancemaster_1988
trancemaster_1988 Jul 5 2013, 6:03pm replied:

That will never happen though. It would require sooo much work to complete such a task, I would have to redo a lot of stuff.. I'm afraid I don't have that time.

Sure' I'll see what I can find.

+1 vote     reply to comment
Lacedaemonius
Lacedaemonius Jul 5 2013, 6:43pm replied:

even for light additions such as the aforementioned additional items for loot lists and vendor inventories or texture/mesh/sound replacers?

+1 vote     reply to comment
demonknightlord
demonknightlord Jul 6 2013, 12:32am says:

i would like the damage for katanas and dai-katanas to be more slash/chop rather than thrust. the tantos are fine, but the wakizashi's in morrowind are closer to katana-length, so their damage should be slash/chop based as well. i wouldn't mind if wakizashi's were to be balanced in all three though.

+1 vote     reply to comment
trancemaster_1988
trancemaster_1988 Jul 6 2013, 3:27am replied:

Katanas are now slash/chop weapons. Dai-Katanas (which isn't really the right word) do already have an advantage when using them as a slash/chop weapon.

+1 vote     reply to comment
demonknightlord
demonknightlord Jul 6 2013, 5:01pm replied:

k. also: i don't if this has been implemented yet, but better leveling for sneak. i want to rp a character that is a major sneak to kill enemies without being noticed, but not a petty thief that pickpockets.

+1 vote     reply to comment
demonknightlord
demonknightlord Jul 7 2013, 8:56am replied:

the tantos are also a bit too heavy.

+1 vote     reply to comment
Executor-64-
Executor-64- Jul 6 2013, 8:53am says:

like the entire work so far, i mean all of it, alot of stuff's been done to the point that, honestly, i cant think of anything to suggest for the future (except the remake of imperial armor that i despise to no end, but i hear most people like them)

sadly, my personal playability value for this game (im guessing for other ppl too) has more to do with *combat*
Im an older gamer so i can stand the graphics, there are graphic improvement mods too, the textual dialogue allows modders to create dialogues that are in no way worse than vanilla ones (wich i like about non-voiced dialogues), there are tons of immersion mods...
*just a mention Lovkullen.net

but when it comes down to it, i would play vanilla morrowind with a combat mod above all. So what im saying is, if there by chance appears a decent combat mod (on the current mw engine) i would very much like to see you adjust this mod to it, since there is bound to be a million weapon changes. thats my #1 wish

*edit: also, real time dialogue window would be nice :D

+1 vote     reply to comment
trancemaster_1988
trancemaster_1988 Jul 6 2013, 9:32am replied:

Lol you can think of nothing more to add? :D

As for the combat I'm pretty sure that much can't be done until OpenMW is finished. I'm however aware of at least 2-3 projects that will add for example: Better animations, real dual weilding, slower backpedaling etc. I'll let everyone know when those are completed, if they ever see the light of day so to speak.

Real time dialogue would be cool but I've seen in a current discussion that this won't be possible due to the scriptsystem in Morrowind, it would break a lot of stuff!

Let me know if there's anything else!

+1 vote     reply to comment
Executor-64-
Executor-64- Jul 6 2013, 2:19pm replied:

thats too bad about real time dialogues :(
oh boy, now you got me started :D

well since you asked... im not a man with a good sence of scenery, buildings landscapes and such, and i know thats the main focus of the mod and that part is never done...

but i'd like to see lower level tweaks on the immersion of the game (just like spell/item tweaks)
for example, dialogue mods like LGNPC are great, but they come in alot of esps and I think its more practical to just have them all on the same place... like these too
Freewebs.com
Gmml.pbworks.com

other than that, just mentioning that there is NO complete NPC interaction mod (oblivion suffers from this too)
by that I mean:
1. a mod for realistic NPC affection
(how much people like you sucks in morrowind, but at very least to make bribes and persuasion only temporary, like casting voice of the emperor effect)
2. now that the 1st part is done, actualy enable options to form friendships with npc's, tell them your stories ect. more interaction
3. a mod that achieves the same effect as this one
Oblivion.nexusmods.com

And last but not least (perhaps easiest to implement), I dislike Skyrim for certan choices in developement, but they did some thing right, like the immobile smity/alchemy, some mini quests in terms of harvesting wood, crops ect
these are nice i guess, perhaps integrating them in mod?
Morrowind.nexusmods.com

oh and skyrim imperial armor :D that would be a nice
alot of impossible stuff i know... sorry for rant

+1 vote     reply to comment
Executor-64-
Executor-64- Jul 7 2013, 10:09am replied: +1 vote     reply to comment
Envy
Envy Jul 6 2013, 10:19am says:

Quests for the new NPCs and locations is something I always wanted to see, especially with all of the new notes and stuff.

+1 vote     reply to comment
Executor-64-
Executor-64- Jul 6 2013, 2:38pm replied:

absolutley :D
Forgot about this, but quests would be welcome in terms of:
1. indirectly insetring "mini quest" mods into this one, like the hunter mod ect.
2. perhaps asking someone to contribute quests to new npc's
3. Providing support to the best quest mods out there
(you be the judge wich ones are the best), by the means of ajdusting the mod in order to prevent compatibility, if not integrating them all tougether
example:
Planetelderscrolls.gamespy.com
Planetelderscrolls.gamespy.com
Planetelderscrolls.gamespy.com

+1 vote     reply to comment
Envy
Envy Jul 6 2013, 4:15pm replied:

I don't think that compatibility would be a problem as long as they are simple enough and mainly change only the new NPCs.

+1 vote     reply to comment
Executor-64-
Executor-64- Jul 7 2013, 10:18am replied:

well yeah if someone would offer to make quests for existing npc's that would be great. but im talking about support for popular mods, in terms of landmass mostly (perhaps asking premission to adjust the quest mods to morrowind rebirth) like
Planetelderscrolls.gamespy.com
Of course, im not talking about popular mega mods like
more like small quest mods that are inturesting and worthy of being implemented into game

+1 vote     reply to comment
Sabrith
Sabrith Jul 8 2013, 5:45am says:

Been away for a while (Haven't checked if it's done yet), but... bloat spores? :P

+1 vote     reply to comment
trancemaster_1988
trancemaster_1988 Jul 13 2013, 8:23am replied:

Nope not yet, but I still have plans to add them to the game. I guess it will have to wait until I'm done with the Ascadian Isles.

+2 votes     reply to comment
smashtabby
smashtabby Jul 8 2013, 3:40pm says:

Honestly, and I know this is stupid, but my biggest issue with this mod is that it is not compatible with the grass mods in MGSO. I've had to stick with Rebirth v1.9 because that is the most recent one someone has made a grass fix for, but I've been rather unhappy with this as I obviously want to be able to use the latest version of Rebirth. I understand there isn't much you can do about this, but I hope there is something someone else can do (make a separate compatibility mod) because having all of that grass waving in the wind makes Morrowind a much more compelling world to explore for me.

+2 votes     reply to comment
trancemaster_1988
trancemaster_1988 Jul 13 2013, 8:22am replied:

I agree, grass does add a lot to the game experience. I do have plans to add grass later on, but for now people just have to due without.

And lol, I can't even remember what 1.9 looked like, it's a diffrent mod now :D

+3 votes     reply to comment
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trancemaster_1988
trancemaster_1988 Aug 4 2013, 3:27am replied:

Thanks for the info. I'll fix these issues for 2.4 :)

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trancemaster_1988
trancemaster_1988 Aug 5 2013, 10:22am replied:

Oh thanks so much for solving that soul gem issue.. been bogging me for so long, should have figured that out by now lol..I've been modding for too long ^^

I'll get right on fixing those issues. Let me know if there's anything else!

Regarding the release of 2.4. I only have a few small things to fix, then it should be ready to go down the pipline!

Thanks for your support, it means a lot! :D

+1 vote     reply to comment
EricBoyce1
EricBoyce1 Oct 30 2013, 4:11pm says:

Really like what you are doing, although I have been absent from ModDB I do plan to return. Your updates are inspiring and has forced me to finish my own mod. Keep up the great work!

+1 vote     reply to comment
trancemaster_1988
trancemaster_1988 Nov 4 2013, 3:48am replied:

Cheers Eric!

+1 vote     reply to comment
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