Post news Report RSS [NEWS] Morrowind Rebirth 4.0 Preview

Hi guys and welcome to a small preview of 4.0! I know it hasn't been long since the release of 3.9, but I've been real busy with this one! I'm providing you with a preview in the hopes of getting some feedback before I release it publicly. Please let me know what you think.

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3.7 coming soon!

Hi guys and welcome to a small preview of 4.0 (more to come)! I know it hasn't been long since the release of 3.9, but I've been real busy with this one! I'm providing you with a preview in the hopes of getting some feedback before I release it publicly. Please let me know what you think.

Morrowind Rebirth - Main Plugin

Vanilla Fixes
* Ranes Ienith will no longer carry two glass jinkblades.


Morrowind Rebirth Fixes
* Removed sneak script, which made guards follow you while sneaking, as it didn't work as intended and created several AI issues.
* Removed misplaced lock-script on Dren Plantation, Shipping House door.
* The door to Gorvas Vule's Tower cellar is no longer inaccessible.
* Added AI-packages to Hill Giant, Frost Giant and Frost Monarch.
* New improved icon for Absinthe.


Morrowind Rebirth Changes
* Sirollus Saccus no longer provides an unlimited amount of secret masters hammers.
* Dark Brotherhood assassins apparel are now visually different based on rank.
* Arrille, Seyda Neen, now has a few more basic spells for sale.
* Andrades's Tradehouse, Balmora, has recieved a minor overhaul.
* Seyda Outpost, Seyda Neen, has recieved a minor overhaul.
* Daedras will no longer spawn in the wild.
* Fixed hundreds of floaters.
* Fixed typos.


Morrowind Rebirth Additions
* Expanded Samarys Ancestral Tomb, the tomb where you can find the Mentors Ring.
* Visual enhancements here and there.
* New creatures:
- Skeleton Marksman (crossbow)
- Skeleton Lightning Mage
- Skeleton Frost Mage
- Skeleton Fire Mage
- Lightning Guardian
- Frost Guardian
- Fire Guardian


Balancing

Creatures
* Fire/Frost/Storm Atronachs will no longer cast shield Fire/Frost/Shock shield.
* Dwarven Spectres are now immune to poison and paralyzation.
* Bull/Betty netches now have a 75 % resistance to poison.
* Ancestor Ghosts are now immune to paralyzation.
* Storm Atronach speed from 14 to 18.
* Earth Atronach speed from 9 to 20.
* Frost Monarch speed from 15 to 45.
* Frost Giant speed from 15 to 35.
* Hill Giant speed from 15 to 45.
* Lich health from 280 to 300.

Potions
* Changes to potion weight:

- Exclusive potion weight from 0.25 to 0.50
- Quality potion weight from 0.50 to 0.75
- Standard potion weight from 0.75 to 1.0
- Cheap potion weight from 1.0 to 1.25
- Bargain potion weight (1.5)

* Changes to all fortify potions:

Magnitude
- Fortify: Bargain magnitude from 5 to 6
- Fortify: Cheap magnitude (8)
- Fortify: Standard magnitude (10)
- Fortify: Quality magnitude from 15 to 12
- Fortify: Exclusive magnitude from 20 to 14

Cost
- Fortify: Bargain cost from 5 to 20
- Fortify: Cheap cost from 15 to 40
- Fortify: Standard cost from 30 to 60
- Fortify: Quality cost from 60 to 80
- Fortify: Exclusive cost from 90 to 100

* Changes to all beverages:

Magnitude:
* Cyrodiilic Brandy fortify willpower/endurance magnitude from 20 to 10.
* Sujamma fortify strength/drain intelligence magnitude from 25 to 20.
* Shein fortify endurance/drain personality magnitude from 20 to 15.
* Nord Mead fortify strength/drain agility magnitude from 30 to 25.
* Mazte fortify strength/drain willpower magnitude from 20 to 15.
* Telvanni bug musk fortify personality magnitude from 25 to 15.
* Flin fortify willpower/strength magnitude from 20 to 15

Weapons/Armor
* Bound weapons/armor no longer provide any additional skill bonuses when 'conjured'.
* Decreased the value of devil, demon and fiend helmets.
* Azura's Servant value from 25450 to 14250.
* Telvanni Dust Adept Helm AR from 5 to 8.
* Telvanni Mole Crab Helm AR from 6 to 10.
* Snow Bear Armor AR from 35 to 40.

Spells (base cost)
* Weakness to Fire base cost from 0.25 to 0.2.
* Weakness to Frost base cost from 0.25 to 0.2.
* Weakness to Poison base cost from 0.25 to 0.2.
* Weakness to Shock base cost from 0.25 to 0.2.
* Weakness to Magica base cost from 0.25 to 0.3.
* Detect Enchantment base cost from 0.5 to 0.8.
* Detect Creature base cost from 0.5 to 0.8.
* Detect Key base cost from 0.5 to 0.8.
* Resist Magica base cost from 0.5 to 0.6.
* Resist Shock base cost from 0.4 to 0.3.
* Resist Poison base cost from 0.4 to 0.3.
* Resist Fire base cost from 0.4 to 0.3.
* Resist Frost base cost from 0.4 to 0.3.

Spells (general)
* 'Free Action' (cure paralyzation on self) changed from self to target.
* God's Fire/Frost/Spark magnitude from 10-50 to 15-30.
* Summon spells duration from 60 to 45 seconds.

Enchantments (items)
* Feather Ring, Feather Belt and Feather Shield enchantments:
- Feather magnitude from 20 to 50.

Birthsigns
* The Lady
- Fortify Personality/Endurance 15/15 points to 15/10 points.
* The Mage
- Fortify Maximum Magicka 1.0x INT to 0.8 x INT.
* The Lover
- Fortify Agility 25 points to 20 points.
* The Lord
- Restore Health 5 points for 10 seconds to 8 points for 10 seconds.
- Weakness to Fire 50 % to 25 %.

Ingredients
* Sapphire value from 175 to 150.
* Ruby Value from 150 to 125.
* Topaz Value from 125 to 110.
* Emerald value from 100 to 95.
* Pearl value from 100 to 90.

Misc
* Vampire bonus to sneak, athletics, acrobatics, hand-to-hand, unarmored, mysticism, illusion and destruction from 30 to 15.
* Removed Nordic Silver Weapons from Solstheim smuggler/berserker leveled-lists.
* Fortify/Drain attribute have been removed from spellmaking/enchanting.
* Aundae, Berne and Quarra extra skill bonuses magnitude from 20 to 10.
* Vampires now have a constant effect Night Eye of 25 points.
* Marshmerrow spawn chance from 10 % none to 25 % none.
* Wickwheat spawn chance from 10 % none to 25 % none.
* Saltrice spawn chance from 10 % none to 25 % none.
* Ash Yam spawn chance from 20 % none to 25 % none.
* Chokeweed spawn chance from 10 % to 20 % none.
* Decreased the value of most common books.



Morrowind Rebirth - Racial Diversity

Changes mainly to counter the fact that you can easily cap resistances early on, making you invulnerable to a specific damage-type for the rest of the game.

Bosmer
* Blood of Auri-El
- Resist Common Disease 75 points to 50 points.

Altmer
* Vigorous
- Resist Common Disease 75 points to 50 points.

Imperial
* Call To Arms
- Command Humaniod 10 points for 30 seconds changed to Calm Humanoid 30 points for 10 seconds

Dunmer
* Ashborn
- Resist Fire 75 points to 50 points.

* Protective Spirit
- Sanctuary 50 points for 30 seoconds to 25 points for 30 seconds.

Nord
* Winters Bone
- Resist Frost 75 points to 50 points.

Orc
* War Cry
- Demoralize Humanoid 15 points for 15 seconds to 50 points for 10 seconds.

* Battle Hardened
- Fortify Attack 5 points to Resist Magica 25 points (vanilla).
- Changed name to "Hardened"

Redguard
* Naturally Resistant
- Resist Common Disease 75 points to 50 points.

* Whirling Charge
- Removed.


All the best,

Trance

Post comment Comments
Darklord42
Darklord42 - - 252 comments

Holly heck! you are a machine!

Reply Good karma Bad karma+7 votes
dredknight
dredknight - - 667 comments

Amazing! I wonder what is the idea behind making gems cheaper and fortify potions more expensive? Also why some magics base mana requirement is increased?

What is the philosophy behind those changes.

From my point of view playing a mage is almost impossible at the beginning as mana goes away after few casts and my hero even have the lady perk for 1.0xintelligence mana boost. On the other hand of spells are very cheap it will be too strong late game as skill advancement make them even more cheaper.

Hm.... What if advancement in mage skills (conjuration/destruction/alternation etc..) improve spells efficiency/damage/cooldown? but also increase mana pool?

This means that basic spells can have very small mana requirement early on so the player can practice them more often and as they progress they will become stronger but more mana hungry.

Not sure if possible just decided to share some thoughts :).

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trancemaster_1988 Author
trancemaster_1988 - - 3,032 comments

Gems are plentiful, and it's easy to earn a fortune looting kegs in dwemer ruins.

Fortify attribute, in any form (spell/potion etc), is easily the most exploitable thing in the game. Lowering the magnitude of fortify potions makes it more difficult to stack effects, and making the potions more expensive will make it harder to stock potions without a hefty cost.

Base cost for resist/weakness to magica was increased due to the fact that they are way more useful (resists more effects) than for example resist fire/weakness to fire (which in turn needs to be cheaper than resist magica)

Base cost for detect spells were increased mainly because I felt it was too easy to create super-powerful detect spells for a low cost.

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VitaminK
VitaminK - - 588 comments

Wow. Definitely getting this for a replay

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Guest
Guest - - 687,512 comments

Although I have only recently added MR to my OpenMW, it seems like a great Mod ... does it add any quests, is there an MR story line/quest dependency writeup somewhere (link Pls).

I am not a programmer but it would appear eliminating Fortitfy would break the very nice Madd Leveler which would be a shame ... can you code in such a way as to make your changes without affecting Madd Leveler?

TIA for any response

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randt
randt - - 3 comments

Rebirth does not add quests, it focuses on environment and game play.

The upcoming prohibition of Fortify/Drain attribute spells just means you will not be able to purchase those spells anymore, it will not effect Madd Leveler or any other mod that might use those effects. This change can also be undone by other mods, for example, Tamriel Rebuilt has a spellbook that teaches Fortify Attribute.

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Guest
Guest - - 687,512 comments

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