
"Explore the island of Vvardenfell as you never have before, with a world built anew to be both alien and familiar to the Morrowind you knew before. New adventures await, with new exciting areas to see and explore, and new artifacts just waiting to be discovered. This is a complete overhaul for Morrowind, adding countless new details, weapons, armors and much more for you to see and do"
Morrowind Rebirth is a total overhaul for The Elder Scrolls III: Morrowind with the aim to enhance the the game by rebuilding the world, by rebalancing most aspects of the game, and by improving the graphics. Rebirth is mainly aimed at returning players and veterans that have seen and done most things in-game, and want a fresh experience. New players are recommended to try the vanilla experience.
Morrowind Rebirth is the result of thousands of hours of modding, and is still a work in progress. For those of you who want more information about the specific changes in this modification please refer to the extensive readme, the features section and/or watch the videos down below for a general overview. Do note that some videos are fairly outdated.
Morrowind Rebirth is a massive mod with a ton of new features. Down below you can view some of these, but it's only through gameplay that you'll have a chance to fully discover what Rebirth has to offer.
Landscape changes
Creatures
Armor/Weapons/Clothing
Spells
Alchemy
Enchanting
Settings
Birthsigns
Leveled list tweaks
Graphics
Misc
Extras
Installation and requirements
Please read the article "Installation & requirements", which can be found here: Moddb.com
Bugs and other issues
It's important that you, the players, provide me with feedback and support. Without it I might not be able to track down bugs introduced by Morrowind Rebirth. You're also welcome to report issues found in vanilla Morrowind. Post your bug-reports in the forum section here: Moddb.com at Nexus: Nexusmods.com or send me a personal message at either site.
Morrowind Rebirth and MGSO
I do not recommend using MGSO the slightest. There are plenty of reasons to why you shouldn't use it, and most of them are listed in this reddit post: www.reddit.com/r/morrowind
Morrowind Rebirth and OpenMW
Morrowind Rebirth is currently compatible with OpenMW, and should be compatible with it's multiplayer component, too. Note that OpenMW is still a work in progress so changes in future releases might cause compatibility issues.
Morrowind Rebirth and Tamriel Rebuilt
At this moment I do not recommend using Tamriel Rebuilt with Morrowind Rebirth. While TR is an amazing mod, it doesn't really work well with Morrowind Rebirth due to several reasons. First of all the balance in TR is based on vanilla, thus every item, weapon, armor, rewards etc will not go well with the balance changes in Rebirth. Another thing that will prove to be troublesome is the fact that Morrowind Rebirth comes with a lot of new models replacing rocks, trees, furniture etc. This causes issues like floaters, bleeding objects etc in the mainland.
I heartly recommend getting TR, but play it in a separate installation just to be on the safe side. Follow this guide on how to create multiple copies of Morrowind: UESPWiki
Old Save Game
Please read the article "How to update your old save game to a new version using Wyre Mash", which can be found here: Moddb.com
Compatibility
Please read the article "Compatiblity", which can be found here: Moddb.com

Hey guys! The main aim of this update has been to fix bugs, add quality of life fixes and general polish. Obviously it wouldn't be a proper update without some new stuff to such as new weapons, armor, misc items, ingredients and much more. Have fun guys, and do not hesitate to contact me in case you have any feedback or bugs to report.
Alternate download
Nexusmods.com
* Fixed an issue where a wall-piece was missing from the basement stairs at the North Guardtower, Balmora.
* Fixed an issue where the transport section in 'Guide to Balmora' mentioned Ald'ruhn twice in a row.
* Fixed an issue where Gaius, Fort Pelagiad, had an exta space in his name.
* Fixed an issue where Girynu Gilnith had two steel tantos.
* Fixed an issue where Shotherra had arrows, but no bow.
New misc items
* Fixed several instances where placed weapons and armor would have higher durability than their max value. These issues are caused by the fact that vanilla items that are already placed and owned in the gameworld will not be updated alongside some changes to the base items. This includes for example durability.
* Fixed an issue where Berandas Propylon Index was owned by Baladas Demnevanni, meaning you couldn't just take it. This made little sense considering Baladas saying "It's just gathering dust around here somewhere, on a top shelf, I think. Help yourself.".
* Fixed an issue where stealing the "Note from Oritius Maro" from Arius Rulician during the quest "The Talos Cult Conspiracy" would give you a bounty and drawing the attention from all the guards inside Gnisis Barracks.
* Fixed an issue where renting a room from Bacola Closcius at South Wall Cornerclub you were given an incorrect location for the room, which used to be next to Bacola. This is no longer the case using Rebirth.
* Fixed an issue where Galbedir, Balmora, offered training in Enchanting instead of Unarmored (she will still teach enchanting, but now instead of alchemy, which is already taught by Ajira).
* Fixed an issue where the topic Varus Vatinius mentions that Duke Vadam Dren is in his room downstairs, but this is no longer the case.
* Fixed an issue where the book texture for 'Tale of the Devious Trader' wasn't saved with mipmaps, meaning the texture would look "jagged" from a distance.
* Fixed an issue where the book texture for 'Sword Components' wasn't saved with mipmaps, meaning the texture would look "jagged" from a distance.
* Fixed an issue where the door to Tralen's Balcony, Balmora, was misplaced (again) in a way that you could see the worldspace beyond.
* Fixed an issue where one of the exterior doors to Ralytis Othrravel's House, Ebonheart, didn't match the placement of the interior door.
* Fixed an issue where you couldn't rest in Blade members beds (if a member), or couldn't access them due to rooms being locked.
* Fixed an issue where the Summoned Hunger were resistant to shock/fire/frost, while regular hungers only had a 50 % resistance.
* Fixed an issue where the Skeleton guarding the door to Phnem Ancestral Tomb wasn't hostile towards the player.
* Fixed an issue where Sharmuk gro-Ufthun had a hyphen from his name. This issue also applied to the name of his cave dwelling.
* Fixed an issue where the enchantment for Arcane Guardian was set 'on touch' instead of 'self'.
* Fixed an issue where the enchantment for 'Bracer Of Decay' had a higher enchantment cost than the available charge.
* Fixed an issue where the enchantment for 'Brawler's Fist' had a higher enchantment cost than the available charge.
* Fixed an issue where the enchantment for 'Sharpshooter's Bracer' had a higher enchantment cost than the available charge.
* Fixed an issue where the enchantment for 'Spearman's Bracer' had a higher enchantment cost than the available charge.
* Fixed an issue where the enchantment for 'Swordsman's Glove' had a higher enchantment cost than the available charge.
* Fixed an issue where the enchantment for Sacrificial Plate was set to cast type 'cast once' instead of 'cast when used'.
* Fixed an issue where the transport section in 'Guide to Vivec' had incorrect destinations due to the changes in Rebirth.
* Fixed an issue where the two Exqusite Robes introduced in 6.0 weren't using their correct colors (green and purple).
* Fixed an issue where there was a 6th house spawn point inside Mzahnch Lower Level instead of a Dwemer spawn point.
* Fixed an issue where Domesticated Shalks didn't stick to their 'pen', and walked around freely in some Ashlander Camps.
* Fixed an issue where the blade of the spear 'Illkurok' was facing the wrong direction.
* Fixed an issue where Estirdar's camping spot, just outside Balmora, was almost completely covered by terrain.
* Fixed an issue where the summoned Dremora used a different kind of weapon compared to the regular Dremora.
* Fixed an issue where the club 'Dazer' had an enchantment that was set on self rather than on touch.
* Fixed an issue where the trapdoor to battlements of the North Guard Towers, Caldera, was misplaced.
* Fixed an issue where a door in Fort Pelagiad opened in the wrong direction, clipping into static objects.
* Fixed an issue where a door in Fort Darius opened in the wrong direction, clipping into static objects.
* Fixed an issue where Imperial Guard Captains had background topics saying "I am a Duke's Guard.".
* Fixed an issue where Hodlismod, Caldera, had some items with 0 durability that you could get for free.
* Fixed an issue where Arrow of Elements was set as a bolt, and used the steel bolt icon and model.
* Fixed an issue where a door inside Temple Storage, Balmora, transported you to Abaelun Mine.
* Fixed an issue where some traders had several identical instances of Campfire Kits for sale.
* Fixed an issue where one of the closed scrolls used the wrong paper texture.
* Fixed an issue where a metal door had wooden door opening/closing sounds.
* Fixed an issue where some shops didn't close at night, as other shops do.
* Fixed an issue where Ajira, Balmora, no longer offered training.
* Fixed an issue where one Exquisite Ring used the wrong icon.
* Fixed an issue where the note 'Imperial Glory' used the wrong icon.
* Fixed issues where most of the large ashland rocks had mismatching top and bottom textures.
* Fixed issues where Ashlander shields had mismatching back and front models, causing visible seams inbetween.
* Fixed issues where some items using the same models had varying stats.
* Fixed issues where hundreds of items/doors etc wasn't marked as owned.
* Fixed hidden geometry (statics that are buried inside terrain etc, but still steal resources).
* Fixed minor issues such as floaters, bleeding objects etc.
* Fixed broken pathgrids, plus improvements.
* Changed the dialogue of Master Aryon during the quest "Wizard Spells" to make it easier for the player to judge which spells he/she should learn, due to the fact that some of the spells he suggests doesn't work to complete the quest. Now he'll just mention the basic form of levitate, fireball and recall. All of which are fairly easy to buy/learn. Also made sure that the spell trainers suggested have these spells available.
* Alchemists and similar vendors will always restock all potions. Previously many potions were set not to restock, meaning when these where sold out, they would be gone for good.
* Inkeepers and other vendors that had a random (and not restocking) amount of food/drinks drinks available, will now have a fixed number of restocking food/drink types
* Urvel Dulni is now a little less helpless during the Tribunal, The Shrine of the Dead-quest, with more health/magicka/fatigue and a couple of new spells.
* Added the missing key to Pellecia Aurrus house, which opens the chest in her basement. Additionally the door to her home is now unlocked.
* Made some minor changes to the dialogue regarding Apelles Matius, giving the player a better approximation to where to find him.
* Salen Ravel, Maar Gan Shrine, will no longer have all of the items inside the Shrine for sale (including offerings lol).
* Varus Vatinius will now drop a key to his room, which is a new addition, after defeating him in the duel for the title of Knight of the Imperial Dragon.
* Trebonius Artorius will now drop a key to his room after defeating him in the duel for the title of Arch Mage.
* Added Deadric Fortify Attribute spells (Daedric Strength, Daedric Speed etc) to more spell trainers.
* Clagius Clanler in Balmora now has a small stock of Dwemer weapons.
* Companion spells are now better sorted in your list of spells.
* A huge amount of leveled-list (loot drop) changes and improvements.
* Landscape changes and improvements.
New Armor
* Nordic Iron Boots
New Weapons
* Dwemer Throwing Knife
* Corkbulb Dart
* Glass Bolt
* Ebony Bolt
* Daedric Bolt
* Orcish Arrow
New Artifact
* Frostburn
New Clothing
* Ring of Obscuring
* Ring of Free Action
* Ring of Warmth
* Ring of Wrath
* Ring of Lightning
New Magic Armor
* Cuirass of Charisma
* Cuirass of Fortitude
* Cuirass of Iron Will
* Cuirass of Jack of Trades
* Cuirass of Nimbleness
* Cuirass of Quicksilver
* Cuirass of Troll Strength
* Cuirass of Wisdom
* Gauntlet of Fire
* Gauntlet of Frost
* Gauntlet of Poison
* Gauntlet of Shock
* Fist of Frostguard
* Fist of Fireguard
* Hand of Light
* Bracer of Curing
* Lockcrusher
* Soulpincher
* Deathgrip
* Strangler
* Frostrend
* Rilm's Protector
* Seryn's Guard
* Wraith
* Escapist
* Druid's Slippers
* Coldfeet
* Frostwalker
* Corpsewalker
* Steel Wall
New Magic Weapons
* Bonecutter
* Blindsight
* Lightbearer
* Rage
* Vigor
* Flame Tongue
* Frost Brand
* Avenger
* Piercer
* Venom
* Imperial Flameskewer
* Imperial Viperskewer
* Imperial Shardskewer
* Imperial Sparkskewer
New Ingredients
* Chitin
New Misc Items
These items are integrated in leveled lists, but only sparsly throughout the gameworld (this will change in time however).
* Ashlander Drum
* Netch Leather Strips
* Waterskin
* Hourglass
* Padlock
* Silver Monacle
* Guar Whistle
* Kitchen Knife
* Cooking Pot
* Cleaver
* Washboard
* Purse
* Rope
* Saw
New Spells
* Companion: Resist Fire
* Companion: Resist Shock
* Companion: Resist Frost
* Companion: Resist Posion
* Companion: Resist Paralysis
* Companion: Resist Elements
* Companion: Dispel
New Potions
* Potion of Rejuvenate: Bargain
* Potion of Rejuvenate: Cheap
* Potion of Rejuvenate: Standard
* Potion of Rejuvenate: Quality
* Potion of Rejuvenate: Exclusive
* Potion of Quicksilver
* Potion of Diamondskin

Frostburn - a new artifact
Creatures
* Many creatures that were immune to poison are now resistant to it, but not fully immune. This will make poison damage more viable to invest in.
* Ascended Sleepers are now using more powerful spells, making them somewhat more difficult.
* Ash Vampires now have unique spells, making all of the encounters a bit more special.
* Rieklings and Horkers are no longer completely immune to frost (Fromm 100 % to 75%).
* Flame Atronach speed from 32 to 38.
* Frost Atronach speed from 18 to 20.
* Storm Atronach speed from 18 to 20.
* Earth Atronach speed from 18 to 20.
* Golden Saint speed from 65 to 70.
* Silver Saint speed from 65 to 70.
* Staada speed from 65 to 70.
Spells [Base Cost]
* Weakness to Fire/Frost/Poison/Shock base cost from 0.2 to 0.5.
* Weakness to Magicka base cost from 0.5 to 0.8.
* Chameleon base cost from 0.6 to 0.8.
* Reflect base cost from 0.6 to 0.8.
* Slowfall base cost from 1.5 to 1.0.
Weapons
* Slightly increased the damage output of Golden/Silver Saint swords, making Saints a bit more of a challenge. Also increased their weight, since they were even lighter than glass.
Enchantments
* Made changes to the enchantment of Atronach's Seal, so it's no longer a more valuable and bad replica of Aryon's Helper.
* Hundreds of UV-fixes and improvements.
* Three new small chests models, for added variety. Additionally four of the larger chests now have new texture variants.
* New model for Bonebiter Bow of Sul-Senipul.
* New model for Bow of Sanguine Sureflight.
* New model for Ashlander's Longbow.
* New model and icon for Crown of Torment.
* New model and icon for the Steel Mace.
* New model and icon for Widowmaker.
* New models for tents.
* New icon for the Grinder.
* Slightly increased the duration and magnitude for player made potions. Do let me know what you think, or if it needs to be adjusted further.
* Repairing at NPCs is now a bit cheaper. This will prevent issues where it was cheaper to buy an new identical item than to repair it.
* Made fall damage a little less punishing.
* Fixed an issue where several tools had an had an exta space after the name of the tool.
* Potentially fixed an issue where mercenaries would sometimes stop fighting and run away.
* Argonian
- Fast Metabolism [Ability] - Resist Poison 100 % to Resist Poison 75 %.
At last another update has arrived for you guys to enjoy, once again filled to the brim with cool stuff ranging from bugfixes, graphical improvements...
Rejoice, another update has arrived! Today I introduce you to version 5.9, which is as always a big one. Additions, changes, bugfixes, graphical improvements...
Hi guys! Another update is now ready for your enjoyment, and somewhat of an early celebration of Morrowind's upcoming 20th anniversary!
Hey guys! We're back it with a new update, and more fun stuff! This update includes a plethora of changes including a revamp of all Dwemer ruin interiors...
This is the full version of Morrowind Rebirth 6.11.
This is the full version of Morrowind Rebirth 6.0.
This is the full version of Morrowind Rebirth 5.91.
This is the full version of Morrowind Rebirth 5.8.
This is the full version of Morrowind Rebirth 5.7.
This is the full version of Morrowind Rebirth 5.6.
I always like to try your new versions,
had to giggle that my nearly 10 yo rating on your mod is the top review.
Keep up the good work.
Congrats on making it top 100 again this year. Got my vote!
Thanks mate!
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Hello, would it be possible to add lichcraft and a way to join dagoth ur?
That's very unlikely mate, sorry.
No worries. I tried :)
I would like to ask, is Morrowind Rebirth compatible with FMI - Service Refusal and Contraband?
I think so, although it won't cover any items added by Rebirth (such as Dwemer items).
Thank you! :) One more question please, I play Morrowind Rebirth on OpenMW, and barely any creatures want to attack me, apart from rats and kwamma foragers. Everything else just ignores me unless I go 2 meters close. Is it a modification in Morrowind Rebirt?
Rebirth makes some creatures less hostile, so you have to get fairly close. Sometimes you have to get really close, but I think that mainly has to do with that they don't detect you, or are facing another direction. Now with that said I don't know if this is different in OpenMW or not.