Post news Report RSS [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.

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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!

Comments
hastamasta
hastamasta

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

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trancemaster_1988 Author
trancemaster_1988

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.

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Lacedaemonius
Lacedaemonius

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?

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trancemaster_1988 Author
trancemaster_1988

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.

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Lacedaemonius
Lacedaemonius

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

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demonknightlord
demonknightlord

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.

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trancemaster_1988 Author
trancemaster_1988

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.

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demonknightlord
demonknightlord

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.

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demonknightlord
demonknightlord

the tantos are also a bit too heavy.

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Executor-64-
Executor-64-

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

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trancemaster_1988 Author
trancemaster_1988

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!

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Executor-64-
Executor-64-

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

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Envy
Envy

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

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Executor-64-
Executor-64-

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

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Envy
Envy

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

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Executor-64-
Executor-64-

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

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Sabrith
Sabrith

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

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trancemaster_1988 Author
trancemaster_1988

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.

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smashtabby
smashtabby

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.

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trancemaster_1988 Author
trancemaster_1988

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

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Guest
Guest

I just wanted to drop in and say that I absolutely love Rebirth. It's a breath of new life into my favorite game of all time.

I just wanted to point out a few bugs I've found, so that you can fix em up in the next version.

1. Crime Economy has been updated, but the calc_legit_kills script hasn't been updated to reflect the changes. Writs only get you out of 1080 worth of bounty instead of the required 2250.
2. There is a clipping issue on the Morag Tong gauntlets. Just adding right and left writs as biped objects totally fixes it.
3. For whatever reason balyn omaryl-DEAD seems to have been duplicated, resulting in the body showing up inside his house before the quest that requires you to kill him. Awkward walking past him outside, and immediately finding him dead inside.

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trancemaster_1988 Author
trancemaster_1988

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

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Guest
Guest

(same guy as above... I should probably just register.

you're the man. And honestly, I'm just trying to be helpful... so here are a couple other bugs I've found.

Not really a bug, but the new warp platform in "Ald'ruhn, Guild of Mages" clips through the floor and can be seen from the bedroom below (near the enchanter). Super easy fix.

And the soulgems. You changed the base value of the soulgems in order to decrease the value of captured souls. Unfortuantely, the base value is directly linked to the soul capacity (base value * 3 = soul capacity). This sorta screwed up the soul gem system... basically nothing would fit in petty, and not even grand soul gems could hold golden saints x_x. I just changed the values back. MCP has a "soul gem value rebalance" feature anyway, so I figure that'll do.

That's all I got for now. Thanks again for your hard work; I can't even imagine morrowind without Rebirth anymore. As far as I'm concerned, Rebirth is THE way to play morrowind now. Any more 4.0 previews? or an ETA? I'm super excited.

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trancemaster_1988 Author
trancemaster_1988

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

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EricBoyceU
EricBoyceU

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!

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trancemaster_1988 Author
trancemaster_1988

Cheers Eric!

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