Report article RSS Feed [RELEASE] Morrowind Rebirth 2.2!

Ladies and gents, this is the moment you have all been waiting for. Let me introduce to you, the new version of Morrowind Rebirth! Like with all my other updates the changelog that follows is massive and what you see down below is not the whole story! The main feature of 2.2 will be the balance pass on weapons, let me know what you think about that! I hope you'll enjoy this update!

Posted by trancemaster_1988 on May 8th, 2013

2.03 released!

Rebirth Fixes

* Rebalanced the lengths' (again) of the spears. The reach of the spears should differ depending on the length of the spear (in-game mesh size), something which I didn't take into account the last time.
* Dren Plantation fixes. A tree were floating, an overhang were clipping through the wall and a lamp pole and its lantern hung in mid air.
* Golam Urellas's and Fairne's shacks' had the wrong script attached to the doors, making it impossible to enter either of them.
* The door Chun-Ook (The big ship in Ebonheart) had the wrong teleport marker (took you to the Ashlands).
* Changed "Jhamondile Dremon's home" to "Jhamondile Dremon's House", also fixed some floaters inside.
* Somehow I managed to remove the travel-markers for the Slave Market in Suran, all fixed now.
* Moved the travel-marker outside Vivec, it displayed "Ascadian Isles" instead of "Vivec".
* "Scourge", a Daedric Battle Axe were restored. Enchantment/Model was missing.
* Llaala Girendal & Rleno Medan, Ald-ruhn Temple had no assigned head meshes.
* Jhamondile Dremon, a imperial In Caldera were incorrectly set as a trader.
* Fixed a typo which made it super-expensive to use the MG travel-service.
* Several fixes and improvements to the Imperial Legion Barracks, Caldera.
* The Black Goblet in Suran had the wrong script attached to the doors.
* Reduced the cost for elemental shields (nerf from previous change).
* Tarvyn Faren, a dumner at Vivec Entrance had duplicate records.
* Corrected a missplaced door on top of Lighthouse in Ebonheart.
* Removed Skooma bottles and Nordic Mead from Shenk's Shovel.
* Silver Katana was changed from Two-Handed to One-Handed.
* Fixed the ground at the entrance of the "Eight Plates".
* Added ownership to all lanterns in Caldera/Pelagiad.
* Dwemer weapons are no longer refered as "Dwarven".
* Removed some script fixes (not needed due to MPP).
* Fixed a typo in "Drunk Dumner", to "Drunk Dunmer".
* "Templar Shield" to "Imperial Templar Shield".
* Fixed a floating doorframe in Shenk's Shovel.
* Anti-cloned the Buoyant Armigers', Ghostgate.
* Removed 2 missplaced doors, Ald-ruhn Temple.

Rebirth Additions

* A major overhaul for Ebonheart. The inner courtyard have been redesign along with better visuals for the main plaza.
* Better sorting for some misc items. Example: Wooden items have "Wooden" prefix, "Wooden Bowl", Silverware items have "Silverware" prefix, "Silverware Knife" etc.
* A minor overhaul for Balmora. Removed a massive amount of rocks around Balmora to make it more fps friendly.
* A minor overhaul for Seyda Neen. Mainly landscape improvements.
* Anti-cloned Imperial Guards (most of them anyway).
* Better name-prefixes for potions.

Ebonheart WIP


Vanilla Fixes

* Imperial Guards and Captains were refered as "Guard" and "Guard Captain". Corrected to Imperial Guard/Guard Captain.
* One centurion spider used the wrong blood texture - "Red", instead of "Gold". Also removed its soul value.
* Adjusted a travel-marker in Murberius Harmevus's House that sometimes leave the player stuck.
* "Draugr" and "draugr_co_3" didnt have the proper spells and immunities.
* Left/Right Glass Bracer changed to Glass Left/Right Bracer.
* Two potions of Paralyze were incorrectly named "Night Eye".
* Madres Navur in Pelagiad had no AI-package.
* "Bound_Helmet" changed to "Bound Helmet".
* Removed "Resist Frost" from all guards.
* Junal-Lei in Pelagiad had no AI-package.
* Angoril in Pelagiad had no AI-package.
* Skeleton Archers now drop Bonemeal.
* Fixed several floaters/seams.

Balancing

* Guild chests have less potions (cheap ones removed). Also removed the arrows/bolts from the Fighter Guild's Supply Cheast, replaced them with something more apporopriate.
* Some artifacts have been nerfed others buffed. The values will now be in proportion to how powerful the artifact is. Obviously still a work in progress.
* A major damage overhaul for all weapons. They should now have proper damage based on real world counterparts (slash/chop/thrust).
* Some skills are now a bit harder to raise
- Athletics: In vanilla MW you level up too fast just running around. Not a huge tweak but at least enough to make it balanced.
- Long Blade, Short Blade, Blunt, Spear & Marksman: A slight nerf in progression rate.
* Raised the value for Guar, Alit, Kagouti, Netch skin/leather.
* Reduced the value and AR for Dark Brotherhood Armor.
* Some small adjustments to spells.
* Reduced the cost for enchanting.

Visual

* New Signs for "The Silver Barrel" and "Black Goblet".
* New forge for Imperial Forts.

And a LOT of other small fixes/additions.

Let me know what you think!

Post comment Comments
Schopenhauer
Schopenhauer May 8 2013, 8:10am says:

Great!! Keep it up, makes me happy :-)

+12 votes     reply to comment
Omegakill
Omegakill May 9 2013, 1:37pm replied:

You get a plus vote just for having Magic as your DP

+2 votes     reply to comment
Schopenhauer
Schopenhauer May 12 2013, 11:25pm replied:

Hehe, that’s the right attitude :-)

By the way, there is this Kickstarter ongoing for Jagged Alliance Flashback... they need every help they can get ;)

+2 votes     reply to comment
nitebones
nitebones May 8 2013, 3:31pm says:

how do i update from the older verstion

+3 votes     reply to comment
trancemaster_1988 Author
trancemaster_1988 May 8 2013, 4:13pm replied:

just overwrite and use wrye mash to repair your save-game: Uesp.net or simpler start a new game.

+1 vote   reply to comment
VitaminK
VitaminK May 8 2013, 6:29pm says:

as always, good work

+1 vote     reply to comment
Executor-64-
Executor-64- May 8 2013, 6:33pm says:

oh yeah :D

+1 vote     reply to comment
Sigilstone17
Sigilstone17 May 8 2013, 9:42pm says:

Awesome. Question though; are you going to roll in some crafting features or are you going to leave that to other mods?

+1 vote     reply to comment
hormonella
hormonella May 9 2013, 9:06am says:

Soooo, is this a total convertion, or is it the original game, just updated?

+1 vote     reply to comment
trancemaster_1988 Author
trancemaster_1988 May 9 2013, 10:02am replied:

original game updated - overhaul so to speak.

+1 vote   reply to comment
Guest
Guest May 9 2013, 7:43pm says:

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Omegakill
Omegakill May 10 2013, 4:04am replied:

I think if you download 2.2 you should have a change log within the files that outlines everything, if not I'm sure they have a forum or some sort of website with that information in.

+1 vote     reply to comment
trancemaster_1988 Author
trancemaster_1988 May 10 2013, 4:15am replied:

I've just made a post in the "features" section with the changelog, it should be accessable in a few hours.

+1 vote   reply to comment
Sigilstone17
Sigilstone17 May 10 2013, 2:49pm replied:

That's what we call the "thrill of discovery." It makes things more interesting.

+1 vote     reply to comment
Omegakill
Omegakill May 10 2013, 4:02am says:

Great to see this is still coming along strong, will probably wait until most things have been updated before I install this. Good luck with the project!

+1 vote     reply to comment
Kark-Jocke
Kark-Jocke May 13 2013, 5:41pm says:

This looks great! :D

+1 vote     reply to comment
wikkid1
wikkid1 May 21 2013, 3:11pm says:

WOW! I didn't realize anybody was still working on Morrowind. I never got a chance to play it back in the day, didn't get into TES until Oblivion, so I've always wanted to... maybe this mod will finally push me to play it some more.

+1 vote     reply to comment
trancemaster_1988 Author
trancemaster_1988 May 21 2013, 4:47pm replied:

I'd suggest you wait until I release the hotfix for this patch, as it has a number of fixes and additions you don't wanna miss :D

Btw, there's a lot going on for Morrowind, just check these places:

Forums.bethsoft.com
Morrowind.nexusmods.com

+1 vote   reply to comment
badboy_zay
badboy_zay May 27 2013, 9:32pm replied:

hotfix? do you mean there will be an upcoming patch? if there is I will wait for a wait, I plan to do a new game

+1 vote     reply to comment
trancemaster_1988 Author
trancemaster_1988 May 28 2013, 9:34am replied:

Yes there will be an upcoming patch in a few days. Keep your eyes open!

+2 votes   reply to comment
tonyg8
tonyg8 May 29 2013, 2:23pm says:

Hi -great mod, but I find that the 'options' menu does'nt keep my settings, ie every time I 'die' and restart [or re-start from new] I have to re-set my sound and video etc settings- will the patch remedy this too? PS- I also had the 'snowflake not loading' glitch, so took advice from the forum and moved all to the 'C:/ drive' - could this be the cause?

+1 vote     reply to comment
trancemaster_1988 Author
trancemaster_1988 May 30 2013, 1:09pm replied:

Hm I have never heard of this issue before, that your settings will reset everytime you die. You should make a post at the official forums (preferably here: Forums.bethsoft.com), perhaps someone over there will be able to help you.

+1 vote   reply to comment
tonyg8
tonyg8 May 30 2013, 11:38pm replied:

Thanks for your quick reply Trancemaster - I will take your advice and check out the forum.

+1 vote     reply to comment
SinKing
SinKing May 30 2013, 7:13pm says:

Morrowind never dies! I didn't completely understand the game's depth back then, but looking back it was really unique. Great to see you are bringing it up to date and more.

+1 vote     reply to comment
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