The Elder Scrolls III: Morrowind is an epic, open-ended single-player game where you create and play any kind of character you can imagine. Be the noble hero embarking on an epic quest, or an insidious thief rising to leadership of his guild. Be a malevolent sorcerer developing the ultimate spell of destruction, or a reverent healer searching for the cure to a plague. Your actions define your character, and your gameplay changes and evolves in response to your actions. Confront the assassins' guild, and they take out a contract on you. Impress them, and they try to recruit you instead. No two sagas are the same in the world of Morrowind.

Gameplay is further extended with the inclusion of The Elder Scrolls Construction Set (bundled with the game). This powerful tool is being used to create the entire game, and will also allow players to modify and add to Morrowind in any way they see fit. Change character or creature attributes and skills, introduce new weapons or dungeons into the game, or create entire new worlds to explore. Consequently mods for this game are everywhere, ranging in size from mere characters to fully themed packs! So should you ever want to expand on your gaming experience, be sure to scope out just a few of the amature modifications available and in existence!

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Which are the worst balance changes in Rebirth?

Last update was a pretty big one, and made substantial changes to a great deal of areas. One part of it included a restrucuring of the Morrowind Rebirth archive, removing a lot of redundant meshes, textures and icon. Some meshes, textures and icons were also renamed. This was a great step towards making the mod less bloated. While this process was a necessity, it also brought with it a slew of bugs and issues. I didn't mean for this to happen, and I want to take the chance to apologize for the issues it might have caused.

With that out of the way I'm happy to introduce you to the mother of all updates! Hundreds of hours have been poured into 5.0, making it by far, the largest one for Rebirth. Included are a great deal of changes including bugfixes, new creatures, weapons, armor, improved models and much much more. For the full rundown please refer to the changelog down below.

Special thanks to Rubberman for the dialogue and scripts for the player homes, and for updating the Mercenaries addon with fixes and new features. I also want to thank all the others whom have contributed, both activly and passivly. Without you this update would not have been possible. Last and not least I want to thank those whom have playtested the beta, making sure that it doesn't break the game completely :-)

Last but not least I want to clarify something to you guys. 5.0 is not the end of Rebirth. More fixes, improvements and additions are planned. In fact you can view this update as Part 1 out of 2. More info will be shared later on this topic. Until then I hope you enjoy this update, and do let me know if you run into any issues. Have fun!

[RELEASE] Morrowind Rebirth 5.0


Morrowind Rebirth [Main]

Morrowind Fixes
Note that many of these fixes are re-implemented fixes that were cut out of the Morrowind Patch Project (For Rebirth) due to conflicts.

* Fixed issues where the boss on the Netch Leather Shield was floating, and where the grips were bleeding through the top of the shield. Special thanks to Melchior Dahrk for fixing these issues.
* Fixed issues where blunt weapons and axes didn't use the proper sounds when drawn or put away.
* Fixed an issue where the ambient color was set to black instead of white on the Chitin Boots, which made the leather part appear almost completely black in certain lighting conditions.
* Fixed an issue where Dunel Saryon in Molag Mar, The Pilgrim's Rest, was set as offering trader services, although he had nothing to offer. Changed class from 'Trader Service' to 'Trader'.
* Fixed issues where the UV maps for the Glass Longsword and Glass Claymore were misaligned (there were visible black lines in the middle of the guards).
* Fixed an issue where the Armun-An Bonemold Cuirass had no proper ground model nor an icon representative of the look of that armor.
* Fixed an issue where all Bonemold pauldrons didn't use their forearm body part models.
* Fixed an issue where the spikes on the Chitin Dagger used the wrong texture.
* Fixed an issue where Senise Thindo's ash curse spells had the corprus effect. Getting this effect from anyone else but Dagoth Geres will break the game or cause a crash.
* Fixed an issue wher Tanusea Veloth had the corprus effect. Getting this effect from anyone else but Dagoth Geres will break the game or cause a crash.
* Fixed an issue where BM_riekling_be_UNIQUE1 was set to respawn, even though it's unique to the quest "The Ritual of Beasts".
* Fixed an issue where Bight storms didn't use the correct sound (wind_hvy.wav instead of blight.wav).
* Fixed issues where some shop banners didn't match the services provided by the respective shops. The Pawnbroker in Ald'Ruhn for example had a 'Goods' banner instead of a 'Pawnbroker' banner.
* Fixed an issue where the Wraithguard recieved after killing Vivec wasn't using the correct model, and was left-handed instead of right-handed.
* Fixed an issue where the player could take a scripted common ring inside the Mage's Guild in Wolverine Hall.
* Fixed an issue where 'Call Bear' didn't use the correct vfx.
* Fixed an issue where the Dreamer in Gindrala Hleran's House was set to respawn.
* Fixed an issue where the Fire Shield used the wrong area effect vfx.
* Fixed an issue where almost most items inside Mzuleft were set as owned, even though all NPCs inside are hostile.
* Fixed an issue where 'Drain Acrobatics' spell used the 'Drain Sneak' effect.
* Fixed an issue where some of the Wraithguard enchantment effects overlapped, and made the shield-bubble effect invisible.
* Fixed an issue where the 'Plague Wolf' didn't have the script 'diseaseYellowTick' attached to it.
* Fixed an issue where the 'Plague Bear' didn't have the script 'diseaseAtaxia' attached to it.
* Fixed an issue where the 'Lesser Bonewalker' didn't have the script 'diseaseBrownRot' attached to it.
* Fixed an issue where guards remained hostile after removing your bounty.
* Fixed an issue where you could get stuck in the Prelude Shipwreck cabin due to the door being locked. The key to the door were probably meant to be used to open the exterior door, not the interior door.
* Fixed an issue where Belt of Heartfire used the wrong icon.
* Fixed an issue where Imperial Chain Pauldron: Left used the wrong ground model.
* Fixed an issue where Guarg gro-Yarzol was set to use a Vampire Face even though he's no vampire.
* Fixed an issue where there were two identical Chitin helmets, but they had different names. Both are now named Chitin Helm.
* Fixed an issue where 'Velothi's Shield' was using the Imperial Shield model instead of the Chitin Shield model.
* Fixed an issue where light_de_candle_10, light_de_candle_11 and light_de_candle_14 used the wrong icons.
* Fixed an issue where 'Balyn Omarel' was misspelled as 'Balyn Omavel'.
* Fixed an issue where 'Dralcea Arethi' was misspelled as 'Dralsea Arethi'.
* Fixed an issue where 'Dravasa Andrethi' was misspelled as 'Dravasa Andrethi's'.
* Fixed an issue where 'Fadila Balvel' was misspelled as 'Fadile Balvel'.
* Fixed an issue where 'Fendryn Drelvi' was misspelled as 'Fendryn Delvi'.
* Fixed an issue where 'Hleras Gidren' was misspelled as 'Hleras Gidran'.
* Fixed an issue where 'Mebestien Ence' was misspelled as Mebestian Ence'.
* Fixed an issue where 'Rarayn Radarys' was misspelled as 'Rararyn Radarys'.
* Fixed an issue where 'Shazgob gro-Luzgan' was misspelled as 'Shazgob gra-Luzgan'
* Fixed an issue where 'Terurise Girvayne' was misspelled as 'Teruise Girvayne'
* Fixed an issue where 'Thervul' Serethi was misspelled as 'Threvul Serethi'.
* Fixed an issue where a sixth house-spawn was present in the Bitter Coast region (-5,-8).
* Fixed an issue where the spike on the Dragonscale Tower Shield was floating.
* Fixed an issue where the Kwama Egg Sack container wasn't set to respawn.


The farmers of Vos now has something to farm.

Morrowind Rebirth Fixes

* Fixed an issue where the Staada model was in the wrong folder, which in some cases could cause a crash to deskop (also fixed in the hotfix for 4.9).
* Fixed an issue where the duration for the Restore Intelligence spell was set to 30 instead of 1 (also fixed in the hotfix for 4.9).
* Fixed an issue where Banhammer used an icon that didn't represent what it actually looks like (also fixed in the hotfix for 4.9).
* Fixed an issue where Akulakhan does not crumble after destroying the heart (also fixed in the hotfix for 4.9).
* Fixed an issue where the one archery target model was pointing to the wrong texture (also fixed in the hotfix for 4.9).
* Fixed an issue where Frostsong had an incorrect filepath, causing a crash to desktop (also fixed in the hotfix for 4.9).
* Fixed an issue where the body part models for the Royal Shields were incorrect (also fixed in the hotfix for 4.9).
* Fixed an issue where the Dwemer Bolt texture was saved in the wrong format (also fixed in the hotfix for 4.9).
* Fixed an issue where the Jotun head texture was saved in the wrong format (also fixed in the hotfix for 4.9).
* Fixed an issue where Gothren's Robe had no first person model (also fixed in the hotfix for 4.9).
* Fixed issues where the ambient, diffuse and specualar color was incorrect for furn_com_table_03 and furn_com_table_03 making them appear much browner compared to other furniture in the same set.
* Fixed issues where exterior rock models had bump and detail-map data even though none of them were used.
* Fixed issues where the UV maps for Shadowsting and the Sword of White Woe were misaligned (there were visible black lines in the middle of the guards).
* Fixed an issue where random food leveled-list wasn't completely randomized, causing some NPCs to have stacks of just one food-item.
* Fixed an issue where a trapdoor in Fort Ashmoth could be activated, making it swing open into the ground (it doesn't lead anywhere).
* Fixed an issue where a knocked down door inside Fort Ashmoth could be activated, making it swing open into the ground.
* Fixed issues where several Iron and Silver Daggers didn't have the same chop/slash/thrust damage variables.
* Fixed issues where the UV maps for all wooden cups were misaligned (the UVs were misaligned by 90 degrees).
* Fixed an issue where Trebonius' Staff used an icon that didn't represent what it actually looks like.
* Fixed an issue where the Steel Staff used an icon that didn't represent what it actually looks like.
* Fixed an issue where Nalcarya of White Haven had one exterior door that wasn't locked at night.
* Fixed issues where several enchanted Steel Darts didn't have "Ignore Normal Weapon Resistance" ticked.
* Fixed an issue where the magic circle in Mournhold was missing (Mage's Guild transport).
* Fixed an issue where Tyravel Manor and Nerano Manor in Balmora closed at night (should be shops only).
* Fixed an issue where Imperial Guard Captains kept walking back and forth due to incorrect AI values.
* Fixed an issue where Shock Resistance: Bargain was mislabled as Restore Willpower: Bargain.
* Fixed an issue where a travel marker inside Fort Moonmoth, Prison Towers, was misplaced.
* Fixed an issue where the quest item "misc_imp_silverware_pitcher_uni" had a duplicate.
* Fixed an issue where the quest item "misc_com_wood_spoon_01_UNI1" had a duplicate.
* Fixed an issue where Demmy's Den, Vivec Entrance, exterior didn't match the interior.
* Fixed an issue where the Wormmouth Scale model was pointing to the wrong texture.
* Fixed an issue where the Divine Metaphysics model was pointing to the wrong texture.
* Fixed an issue where the book Blacksmithing Tools had a missing art texture.
* Fixed an issue where the Dwemer book model was pointing to the wrong texture.
* Fixed an issue where Dread Curse: Magicka was spelled Dread Curse: Magica.
* Fixed an issue where Key to Nchurdamz Doors was not inside or even close to Nchurdamz.
* Fixed an issue where there was a large gap in the ceiling in Andrano Ancestral Tomb.
* Fixed an issue where 'Olaf's Fist' was invisibile in first-person.
* Fixed an issue where the water in water barrels did not animate.
* Fixed an issue where Bloodgrass in the Deadlands had collision.
* Fixed an issue where Spirit Drinker had no enchantment.
* Fixed an issue where 'Gill Breather' had no unique icon.
* Fixed an issue where 'The Icecap' had no unique icon.
* Fixed an issue where 'Ripper' had no unique icon.
* Fixed an issue where the Crabshell Helm had no ground model.
* Fixed an issue where some Duke's Guards had no weapons.
* Fixed missing ownership flags on hundreds of objects.
* Fixed several minor uv/texture issues.
* Fixed typos.

Outpost Renius exterior changes

The exterior of Outpost Renius has been reworked into something more believable.

Morrowind Rebirth Changes

* The guards inside "under-Skar" or the Manor District have been replaced with static sharpshooter guards. This change will make it far easier to navigate the bridges. It also makes more sense to have sharpshooters keeping an eye on things due to the layout.
* You no longer have to kill Ralyn Othravel to get hold of Auriel's Bow. The bow is now inside a locked and trapped chest, which you can either get by picking the lock and disarming the trap, or by stealing the key from Ralyn Othravel and disarming the trap.
* The "Ebony Spear" you get from Theldyn Virith after you kill Gordol is now called Veloth's Malison. It uses a unique model since a while back, and simply calling it an Ebony Spear didn't make much sense.
* Imperial travel agents are no longer part of the Imperial Legion, and thus will no longer prompt a service refusal if the player is part of the legion and is not wearing an Imperial uniform.
* Reworked spell selection for hundreds of NPCs. Some NPCs had spells which they shouldn't have had, and others had spells which they couldn't even use (mark, recall, divine intervention etc).
* The enchanted Deadric Cuirass and Greaves you get from Therana as a reward for the Auriel's Bow quest are now called Therana's Deadric Cuirass and Therana's Deadric Greaves.
* The enchanted Dreugh Cuirass you get after killing the Dreugh Warlord has been renamed to 'Dreugh Warlord's Cuirass'. The cuirass now also uses a unique model.
* Members of the Commona Tong and Thieves Guild will no longer refuse services if you are carrying Raw Glass, Raw Ebony, Moon Sugar or Skooma.
* Members of the Vampire Clans will no longer refuse services if you are carrying Human Heart, Human Meat or Human Eye.
* Members of house Telvanni no longer refuse services if you are carrying Vampire Dust.
* Increased slash damage by 4 points for all spears (to balance the fact that Halberds were better in every aspect other than reach and speed).
* Fort Ashmoth now looks more like a ruin rather than an intact Imperial fort. Also made some other additional improvements to the exterior.
* Skeleton Berserkers and respawning Greater Skeleton Champions now longer wield Nordic Silver weapons.
* Most prominent NPCs such as leaders of the great houses have been buffed, and given better equipment.
* Telvanni Guards are no longer clones, and there are now a large variety of both female/male guards.
* Many merchants still had a low skill in mecantile, which made bartering way too profitable.
* Blind Slaughterfish no longer spawn in the oceans or in rivers, but inside grottos and caves.
* City Gates will now open instead of, and will close 10 pm instead of
* Low level NPCs in Dren Plantation will no longer wield Deadric/Ebony gear.
* Corprus weepings are no longer readily available from merchants.
* General optimization in and around Pelagiad and Dren Plantation.
* Hecerinde now has Grandmaster's Probes and Lockpicks for sale.
* New descriptions for Call Bear, Call Wolf and Summon Bonewolf.
* Increased the amount of ingredients available for alchemists.
* A massive amount of landscape changes, fixes and improvements.
* Increased the amount of ingredients in some containers.
* Increased the 'drop' chances for several common ingredients
* Dreamers now wield a larger variety of weapons.
* Disabled sleeping in Akulakhan's Chamber.
* Improved pathgrids in all cities.

Red Mountain ShrineNew visuals for the Red Mountain shrine.

Morrowind Rebirth Additions

* Added a completely new plugin: Morrowind Rebirth - Tools [Addon], making all changes to apparatus, lockpicks, probes and repair items optional.
* Added a velothi-styled stairway leading up to the Red Mountain Shrine. I've also made some small changes to other shrines.
* Added Ahinanapal, the small Ashlander camp outside Ghostgate, mentioned in the quest 'Cure the Outcast Outlander'.
* Added new icons for all potions. The icons now display a symbol of the first effect of each respective potion.
* Added more varied items to several traders and pawnbrokers. This should make trading a bit more exciting.
* Added some fields next to Vos. In vanilla there were plenty of farmers in Vos, but no fields to farm.
* Added a lot of clutter and reworked parts of the layout of Hlaalu Council Manor, Balmora.
* Added a lot of clutter to Redas Ancestral Tomb to make it a bit more interesting to explore.
* Added railings to some Silt Strider caravaner platforms to prevent them from falling down.
* Added 6th House-style clutter outside most 6th house caves and bases.
* Added imperial styled toilets to all imperial forts and various imperial settlements.
* Added a completely new dock to Wolverine Hall, with an imperial look.
* Added options to travel to and from all gondola ports in Vivec.
* Added a bunch of bridges in Vivec, making it easier to navigate the city.
* Added the missing imperial magistrate 'Nolus Atrius' to Fort Moonmoth.
* Added a lot of clutter to the once simple Talos Shrine in Gnisis.
* Added the missing bloatspore plant to various caves around Vvardenfell.
* Added an Almsivi Intervention marker to Kahnud Temple in the Grazelands.
* Added exterior walls and towers to Outpost Renius.
* Added the Secret Master's alchemy set.. somewhere.
* Added a lightsource to the Ebonheart lighthouse.
* Added better hitboxes for beast races.
* Added interiors to all Windmills.

Say friend and enterSixth House cave entrances now look a bit more menacing

Player homes
You can now buy homes, and there are 5 to chose from:
- Caldera Darkstone Manor (75.000 gold)
- Balmora River's Edge (50.000 gold)
- Vivec Strider's Rest (50.000 gold)
- Sadrith Mora Fungai Hill (35.000 gold)
- Ald'Ruhn Arwin (30.000 gold) (Brutus will explain why it has a funky name)

Each house comes with its own set of furniture including bookshelves, chests, containers, chairs, tables and so on, but you have to decorate the rest by yourself.

To buy a home simply visit the Imperial Estate Agency in Ebonheart, and talk to Brutus.

Currently you can only own one property per character and save.

Player Homes

Flora Overhaul
New textures, models and other improvements for flora such as trees and bushes.
- New leaf and bark textures for Ascadian Isles trees/bush, and Grazeland trees.
- New models for some West Gash trees.
- Grazeland trees are now smaller.

West Gash

Yanith-Duniasha, Lava River Passage
A new level to the already huge Dwemer Ruin of Yanith-Duniasha has been added. This area might feel familiar to some, as it uses parts of Balmora's Underworld.

Balmora River Restored
The river in Balmora has been restored, and now runs through the entire city instead of being cut off.

Balmora River Restored [WIP]

Seyda Outpost Reworked
The small Imperial fort-styled outpost near Seyda Neen has been completely transformed into something more fitting.

Seyda Outpost

Ald'Ruhn Underground
I've restored an area mentioned in-game, but was for some reason excluded. You can access it from The Rat in the Pot, and you need to be a member of the Thieves Guild unless you want a bounty.

Ald'Ruhn Underground

Sataran Cave
A new cultist cave located in the Shegorad region. Explore it and discover what's going on (funny hats included!). Interior design by Firefanix.

Dren Plantation Overhaul
The layout of Dren Plantation has been changed to feel and look be more organic and natural.

Reworked Dren Plantation [WIP]

Vivec Entrance Overhaul
Several areas of Vivec Entrance has been reworked, including new walls covering almost the entire settlement, and a new shack near the docks. Clutter and some buildings have also been rearanged to make the area feel a bit more natural.


Dunmer Strongholds Overhaul
Tons of clutter has been added to the exteriors of some Dunmer Strongholds. This overhaul covers the following ruins:
- Hlormaren
- Andasreth
- Falasmaryon
- Berandas


Dwemer Ruins Overhaul
Some of the smaller Dwemer Ruins have been expanded, with more areas to explore and more clutter. This overhaul covers the following ruins:
- Aleft
- Mzahnch Lower Level
- Tureynulal

Moonmoth Legion Fort Overhaul
I've overhauled a large part of the fort making it feel less cramped. This overhaul includes a new general quarters, sleeping quarters, Nolus Atrius Quarters, Larrius Varro Quarters, armory and a toilet.

Fort Moonmoth Overhaul

Wolverine Hall Overhaul
I've overhauled parts of the fort. This overhaul includes sleeping quarters for the legionaries, jail cells, armory and a toilet. Several adjustments have also been made to the exterior, making it feel less cramped and more natural.

Skeleton Overhaul
A ton of new skeleton models haven been introduced, replacing many generic models while also adding variety to some types. The following skeletons have been replaced:
- Skeleton Warrior (7 variations)
- Skeleton Berserker (2 variations)
- Skeleton Champion
- Beldoh
- Kragh
- Uraezhar
- Khelam
- Wormgod

New skeletons

New Enchanted Clothing
* Pants of Swift Escape
* Pants of Protection
* Pants of Healing
* Pants of Flight
* Pants of Bodily Restoration
* Ring of Battle Cry
* Ring of War Cry
* Ring of Command
* Ring of Warrior's Resolve
* Ring of Iron Skin
* Deceiver's Hand
* Vivec's Palm
* Merchant's Glove
* Negotiator's Glove
* Hand of God

New Enchanted Armor
* Shield of Thorns
* Blazing Hide
* Fiery Helm
* Icy Helm

New Enchanted Weapons
* Imperial Flameslayer
* Imperial Flamesword
* Imperial Flameblade
* Imperial Sparkslayer
* Imperial Sparksword
* Imperial Sparkblade
* Imperial Shardslayer
* Imperial Shardsword
* Imperial Shardblade
* Imperial Viperslayer
* Imperial Vipersword
* Imperial Viperblade
* Scythe of Tranquillity
* Scythe of Noise
* Flaming Scythe
* Poisonous Scythe
* Freezing Scythe
* Shocking Scythe
* Poisontip
* Shocktip

New Armor
* Cephalopod Pauldron: Left
* Cephalopod Pauldron: Right
* Gah-Julan Bonemold Plate Helm
* Bolvyn Venim's Helm
* Boiled Netch Leather Cap
* Duke's Guard Silver Cap
* Bonemold Cap
* Imperial Silver Cap
* Mabrigash Helm
* Bugshell Hat (3 variations)
* Shroom Hat

New Weapons
* Ebony Claymore
* Ebony Longbow

New Artifacts
* Kurog's Visage
* Sacrifice
* Bonecage
* Ring of Namira

Name that artifact

Kurog's Visag, a new powerful artifact "worn" by the Goblin chief Kurog.

New Ingredients
* Ash Vampire Dust

New Scrolls
* Scroll of Mental Protection
* Scroll of Knight's Barrier
* Scroll of Shocking Death
* Scroll of Flaming Death
* Scroll of Freezing Death
* Scroll of Agony
* Scroll of Anguish
* Scroll of the Druid
* Scroll of Lethal Venom

New Spells
* Calming Touch renamed to Calming Touch: Humanoid
* Calming Touch: Creature
* Detect Enchantment: Strong
* Detect Enchantment: Great
* Detect Enchantment: Wild
* Detect Key: Strong
* Detect Key: Great
* Detect Key: Wild
* Detect Creature: Strong
* Detect Creature: Great
* Detect Creature: Wild


Ahinanapa, the supposed ashlander camp outside Ghostgate now exists.


* Draugr Berserker scale from 1.0 to 1.2 (to match other Draugr).
* Draugr speed standardized from 12-30 to 10.
* Draugr now have a 50 % weakness to fire.
* Kagouti speed from 45 to 40.

Spells (general)
* Changes to all Turn Undead, Frenzy, Calm, Rally and Demoralize spells, making them somewhat more useful. These changes
mainly consist of increasing and standardising the magnitude of all premade spells using the spell effects above.

Spells (base cost)
* Detect Enchantment base cost from 0.8 to 0.5.
* Detect Animal base cost from 0.8 to 0.5.
* Detect Key base cost from 0.8 to 0.5.
* Silence base cost from 20 to 25.
* Sound base cost from 0.35 to 0.5.
* Blind base cost from 1.0 to 0.8
* Charm base cost from 2.5 to 4.0.

* Stormkiss Enchantment:
- Shock Damage from 2-8 for 1 second to 5-10 for 1 second.
- Area of effect from 0 to 5.
* Hort-Ledd's Robe enchantment:
- Shield 5-5 points for 30 seconds to 10-10 points for 30 seconds.
- Enchantment capacity from 80 to 100.
* Robe of the Hortator enchantment:
- Fortify Magicka duration from 30 seconds to 60 seconds
- Fortify Magicka magnitude from 20-20 to 25-25.
* Robe of St. Roris enchantment:
- Restore Fatigue magnitude from 3-5 to 2-5.
- Restore Health magnitude from 3-5 to 2-5.
- Restore Fatigue duration from 5 to 10.
- Restore Health duration from 5 to 10.

* Plain paper, notes, parchments and paper rolls weight from 0.2 to 0.1.

Caldera Farm

Windmills now have interiors


* Included more (and updated) models from 'Morrowind Optimization Patch' that haven't already been covered by other replacers included in Rebirth.
* The keyhole texture used in vanilla Morrowind on the Armun-An Pauldron spikes have been replaced with something more appropriate.
* Dwemer gears now have matching textures to the gears seen on the Dwemer steam-machines.
* Removed the bad looking fake teeth model from Scamps.
* Removed reflections from Steel weapons.
* Improved uvs and models for the Adamantium Armor-set.
* Improved uv/shading/textures for hundreds of objects.
* Improved models for dozens of misc items.
* Improved model for Adamantium Tower Shield.
* Improved models for Redoran architecture.
* Improved model for Crab Meat.
* Improved model for Basket containers.
* Improved model and icon for Elanande's Battle Axe.
* New model, icon and texture for Eltonbrand.
* New model and icon for Adamantium Ore.
* New model and icon for Vintage Brandy.
* New model and icon for Absinthe.
* New texture variations for barrels.
* New texture for the House of Wonders sign.
* New texture for the Estate Agency sign.
* New texture for the Petrocca Bank sign.
* New texture for the Silver Barrel sign.
* New texture for Blood decal.
* New textures for the Fire Clanfear.
* New textures for Ane Teria's Mace.
* New textures for Molag Grunda
* New texture for Creeper.
* New models for oval carpets.
* New models for several lanterns.
* New model for Drake's Pride Robe.
* New model for Whitewalker Robe.
* New model for Hort-Ledd's Robe.
* New model for Redas Robe of Deeds.
* New model for Robe of the Hortator.
* New model for Fang of Haynekhtnamet.
* New model for Barenziah's Daedric Dagger.
* New models for Royal Guard Shields.
* New model for Soscean's Cuirass.
* New models for Corpus Meat.
* New models for Daedric chests.
* New model for Daedric altar.
* New model for Redoran Master Helm.
* New model for Phenem (the Lich).
* New model for Draugr Berserker.
* New model for Steel Waraxe
* New model for Orcish Warhammer.
* New model for Steel Warhammer.
* New model for Steel Dart.
* New model for Heather.
* New model for Fury.
* New icon for Dwemer Towershield.
* New icon for Dwemer Crossbow.
* New icon for Nordic Longsword.
* New icon for Nordic Shortsword.
* New icon for Nordic Dagger
* New icon for Imperial Claymore.
* New icon for Stormfang.
* New icon for Amberfire.
* New icon for Widowmaker.
* New icon for Frostsong.
* New icon for Voidguard.
* New icon for Stinger.
* New icon for Racerbeak.
* New icon for Willbreaker.
* New icon for Bonebiter Bow.
and much much more..

Barrels are no longer identicalBarrels are no longer identical.

Morrowind Rebirth - Races [Addon]

* The esm has been converted to an esp.

* Breton
- 'Dragon Skin' duration from 30 to 60.

* Dunmer
- 'Ancestral Guardian' duration from 30 to 60.

* Imperial
- 'Kynareth's Blessing' duration from 30 to 60.

Morrowind Rebirth - Mercenaries [Addon]

A big shoutout to 'Rubberman' for updating this plugin, making it even better.
* Fixed issues where mercenaries kept repeating "I am Injured" when hired.
* Fixed issues where some mercenaries could not be hired.
* Fixed several other minor issues.
* Added more dialogue and features to the mercenaries.

Morrowind Rebirth - Game Settings [Addon]

* It's now about 100 % easier to self-enchant items with constant effects.
* It's now about 25 % cheaper to enchant items using enchanter-services.
* Self made potions now have somewhat longer duration and higher magnitude.
* Elemental Shields now causes less damage upon self and on enemies.
* Bribing is now more consistent across the board.

Morrowind Rebirth - Skills [Addon]

* Successfully creating a magic weapon now gives 10 points instead of 5 points (out of 100) towards a skill increase in Enchanting.


* Updated the Morrowind Patch Project compatibilty patch from 1.6.5 to 1.6.6.
* A massive cleanup of the archive.
* Improved credit list.
* Improved readme.

Known issues

* The compatibility patch for Dramatic Vivec will not work with 5.0: Part 1, but a functional patch will be included in 5.0: Part 2 or sooner.
* The pathfinding in The Deadlands is pretty horrible, but will be fixed in 5.0: Part 2.

Coming soon..


[RELEASE] Morrowind Rebirth 4.9

[RELEASE] Morrowind Rebirth 4.9

Morrowind Rebirth 5.0 4 comments

Hey guys! It has been some time since the last update, but as you will notice I've been quite busy. 4.9 is a massive update with changes all across the...



Stros M'Kai in the Third Era 1 comment

We have decided to take the Stros M'Kai mod in a completely new direction by rewriting our main quest from the ground up. We have decided to scrap the...

[RELEASE] Morrowind Rebirth 4.8

[RELEASE] Morrowind Rebirth 4.8

Morrowind Rebirth 5.0 8 comments

Hello guys! I know I'm getting bothersome, but it's time for another update! With this update comes a plethora of changes including overhauls to the various...

The Caldera Experiment: New interiors

The Caldera Experiment: New interiors

The Caldera Experiment

The new houses finally have a new interior tile set and this is the first one to hit the Construction Set. (Textures are subject to change) Interiors...

Add file RSS Related Files


Tactical Morrowind Full Version

Tactical Morrowind V1.4 Weapons/armor/ammo are located in a crate next to the Seyda Neen census and exise office. Weapons/armor/ammo are located in a...

Chaos Heart 1.7 Full Version

Chaos Heart 1.7 Full Version

Chaos Heart Reshaped Full Version

This is the last version of 'TES3: Chaos Heart' mod. Released in 2013.

[RELEASE] Morrowind Rebirth 5.0 - LITE

[RELEASE] Morrowind Rebirth 5.0 - LITE

Morrowind Rebirth 5.0 Other 3 comments

Morrowind Rebirth: Lite is an alternative to the full version of Morrowind Rebirth, removing some changes disliked by the community.

[RELEASE] Morrowind Rebirth 5.0

[RELEASE] Morrowind Rebirth 5.0

Morrowind Rebirth 5.0 Full Version 12 comments

This is the full version of Morrowind Rebirth 5.0.

Stros M'Kai 10.5.18 Alpha

Stros M'Kai 10.5.18 Alpha

Stros M'Kai in the Third Era Demo 3 comments

First Release of many, featuring one version of the main quest. The goal is to create a "quest tree" with multiple outcomes.

[RELEASE] Morrowind Rebirth 4.9 Hotfix

[RELEASE] Morrowind Rebirth 4.9 Hotfix

Morrowind Rebirth 5.0 Patch

This is a patch for Morrowind Rebirth 4.9. Apply after main file.

Comments  (0 - 10 of 157)

I wonder why morrowind is listed as a first person shooter on moddb?
You can see it on the style box on the right hand side of the page...

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This game is my life <3

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Am I the only person who noticed that this game is listed as a First Person Shooter while all the other Elder Scrolls games are listed as RPGs?

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Weird, I don't think even DX games are listed as FPSes...

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Morrowind is a full RPG, but was listed under First Person Shooter when it was released in 2002?

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is this compatible with saved games? (un modded)

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Yes... un modded save games should work with Rebirth. Going from one version build to another, may cause doubling in NPC's. But you can always use Wrye Bash!

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morrowind will always be better than oblivion and skyrim for me. i just enjoyed the story and world more.

Reply Good karma Bad karma+13 votes

Morrowind has always held more promise, with more mods, moddler resources, and more potential for improvement. I never cared that much for the Nerevarine Prophecy. But loved the variety in architecture, landscapes, and plants.

Oblivion was a very smooth game, very polished, and complete world. I had a hard time deciding what to add to the game outside of a small house, castle, or alternate beginning. Oblivion was very generic, offering the same buildings, ruins, and interiors over and over again. It wasn't until MorrOblivion and other mods that the new buildings were offered in the game. If fact, the game should be called Cyrodiil instead of Oblivion, and there should only be one gate instead of ten.

Skyrim offered a huge leap in graphics, offered the same smooth game play, finished world. I had to upgrade from XP to Win7 though, just to enjoy the game. The same with Fallout 3, which played very clunky on XP but enjoyable on Win7. Fallout Vegas was a much better game that the Fallout 3. Back to Skyrim, I really disliked the transition from exterior world to interior buildings, and felt like the black square behind the door was annoying. But overall, Skyrim has great game play, smooth graphics, and a very polished finished world.

Elder Scrolls Online, I felt cheated with the graphics. If they had used the Morrowind Engine with a Graphic Replacer... the game would have looked much better. Or if they had used the Oblivion or Skyrim Engine ... it would have had a more polished look. I enjoyed discovering the world of Tamriel, and all the different styles in architecture. But found the begining mission from Daggerfall to Betony, (or the Orc's version of it) very forced and heavy handed. I was hoping for more open ended, free travel, straight from the start of the game. And not be railroaded down a certain path until I reached a high level to free travel.

I haven't played Fallout 4 yet, but I'm guess I have to upgrade my computer from Win7 to Win10 with a better graphic's card. Just to enjoy the game. I havn't heard how it plays on older computers.


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You failed to mention quite a few shortcomings of Skyrim particularly it's highly unoriginal story, its lack of colour, and very dumbed down and rpg feature stripped gameplay. It was more like an action-adventure game than an RPG.

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True, but Oblivion was at least a close second to it.

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Nope, Skyrim is better than Oblivion :P

Reply Good karma Bad karma0 votes

God no, skyrim was even further dumbed down.

Reply Good karma Bad karma+4 votes

It's story was highly cliche and unoriginal, the nord land is boring full of a drunken warrior race there's nothing interesting about them at all. So much grey, white and brown dominating the colour scheme which looks so boring to the eyes.

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Ok, it's been 3 years since that comment, and I actually got around re-replaying Oblivion in that time, and I must agree, Oblivion is better than Skyrim.

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Same here buddy! :D

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Elder Scrolls III: Morrowind
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Highest Rated (6 agree) 10/10

one of the best role-playing game ever. i thing is better than Oblivion... ;)

Nov 20 2010 by infernoth

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