"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 gameplay by balancing certain aspects of the game, and by giving the player more to see and do. 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 following changelog: , read the feature list, and/or watch the video below for a general overview:


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

  • Almost all cities have recieved massive tweaks including new layouts, houses, shops and other places of interest.
  • Massive landscape changes including an effort to eliminate all texture seams and floaters throughout the world.
  • New rocks and trees for all regions in Vvardenfell.
  • New dungeons spread throughout Vvardenfell.


  • More than 20 new creatures such as the Frost Monarch, Ash Scorpion and Swamp Troll seamlessly integrated into the game through leveled-lists.
  • Most creatures have recieved new spells/resists and have had tweaks to levels, health, magicka and other variables.
  • Removed reflect from most creatures, as the effect was way too common in Morrowind and its expansions.
  • Blighted creatures have recieved unique textures to set them appart from their normal counterparts.
  • Dremoras and Golden Saints no longer drop Daedric gear such as weapons and shields.
  • Many low level creatures such as mudcrabs and scribs are no longer hostile by nature.


  • A ton of new armors, weapons and clothing including additions to sets already present in Morrowind, but also new artifacts and enchanted gear.
  • Tweaks to values, durability, AR and other variables.


  • The magnitude, duration and area of effect of all spells have been tweaked to provide the player with more useful options in combat.
  • All of the old starting spells have been removed in favor of new ones that are cheap to cast, while still being effective.
  • New spells and variation of vanilla spells have been added to NPCs and vendors.
  • Some spell-effects can no longer be used for spellmaking.


  • Plant and organic containers are less likely spawn alchemy components.
  • Player made potions are now 50 % less valueable compared to vanilla.
  • Vendors no longer restock ingredients.


  • Only certain enemies will have soul values high enough to be used for constant effect enchantments.
  • Summoned creatures now have 50 % of the soul value compared to vanilla counterpats.
  • Grand soul gems are now limited, and does not appear as random loot.
  • Blank scrolls in various qualities can now be bought from enchanters.
  • Soul gems in various qualities can now be bought from enchanters.
  • The cost of creating enchantments have been reduced by 50 %.
  • The recharge-rate of enchantments have been reduced by 50 % +.
  • Some spell-effects can no longer be used for enchanting.


  • There's now a 50 % chance that you can recover projectiles such as arrows and bolts after combat.
  • Fire, Shock, Frost and Lightning-shields now damages opponents that gets too close to the "bubble".
  • Traveling by boat, silt strider or using Mage's Guild services is now much more costly.
  • Jumping from great hights will now either kill the player or cause a lot of damage.
  • Using trainers for increasing skills is now much more costly.
  • Camp fires and other sources of heat will now cause damage.
  • Minimum running speed has been greatly increased.
  • Shops, city gates and other places closes at night.


  • Tweaks to almost all birthsigns to make them either more useful or less powerful. Previously most players used either the Lady or the Atronach.

Leveled list tweaks

  • Most containers contain less valuebles such as gold, gems and other valueble items.
  • All containers that previously had a set amount of gold now have a random amount of gold.
  • Low level creatures such as netches now spawn at level 1.
  • Deadra no longer spawn in the Grazelands.


  • Fixed hundreds of bugs such as script errors, typos, incorrect uvs, missing textures, bleeding objects, incorrect pathgrids and more.
  • Included is the largest and most up-to-date collection of mesh replacers, some which are only available in this modification.
  • Artifacts and magical gear of great power is now either guarded, put in locked containers or protected by traps.
  • Dark Brotherhood assassins now carry less valueble gear, and will no longer be an easy source of income.
  • Important characters, guards and other NPCs now have more health and better protective gear.
  • Bounty Hunters will attack you if your bounty reaches a certain threshhold.
  • Campfire kits and bedrolls are now available at selected traders.
  • Mercenaries for hire now roam the streets of all major cities.


  • New musical tracks suitable for both battle and exploration (optional).
  • New splashscreens (optional).
  • New main menu (optional).


Installation and requirements

Please read the article "Installation & requirements", which can be found here:

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: at Nexus: or send me a personal message at either site.

Morrowind Rebirth and MGSO

I do not recommend MGSO for two reasons: 1) It's outdated 2) It's unoptimized. MGSO includes a heap of stuff including textures that are inconsistent, and meshes that are so badly optimized that they can cause serious fps-issues. This is especially troublesome when using Morrowind Rebirth along with MGSO, since Rebirth adds a ton of stuff to the gameworld. One object without proper collision or with too many polys won't cause any harm, but multiply that by ten and you are bound to experience massive framedrops.

Rebirth on the other hand includes a large number of mesh replacers that are, in most cases, optimized. These meshes are also up-to-date, ensuring that you, the player, will have the best looking models possible without causing a ton of hitching. With that said I wouldn't recommend MGSO. The proper way to play Rebirth with the best possible fidelity is to use MGE XE: and handpick texture replacers from either morrowind nexus or morrowind modding history.

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, where many models are based on the footprint of vanilla models.

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:

Old Save Games
Please read the article "How to update your old save game to a new version using Wyre Mash", which can be found here:

Please read the article "Compatiblity", which can be found here:


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RSS Articles

Which are the worst balance changes in Rebirth?

Hello guys! It's time for yet another update. I know that I've said this before, but I can assure you that this is the largest update for Morrowind Rebirth ever! With it comes a ton of stuff including new dungeons to explore, new areas to visit, new creatures, new armor and new artifacts. This along with a ton of balance changes, bugfixes and other additions makes this a truly massive update. I really hope you enjoy 4.7!

Morrowind Rebirth [Main]

Morrowind Fixes
* Fixed an issue where two missing textures 'tx_ma_sandstone02.tga' and 'tx_lavacrust00.tga' caused issues generating distant land in MGE XE. Thanks to 'Slartibartfast1' for the fix.
* Fixed an issue where most of the named Ash Gouls offered trading/repair-services if being affected by a calm spell or if being snuck up on.
* Fixed an issue where Wraith of Sul-Senipul offered trading services if being affected by a calm spell or if being snuck up on.
* Fixed an issue where Jine, a redguard residing in Ashinabi, wasn't always hostile due to wrong fight values.

Morrowind Rebirth Fixes
* Fixed an issue where Indren Therayn in Maar Gan had an extra 'a' (Indaren) in his name, causing a mismatch with the pawnshop he resides in. Also fixed missing ownership flags in said shop.
* Fixed an issue with the Steel Broadsword texture not matching the other steel weapons. It was a leftover from an experiement I made with steel weapons and should not have been included.
* Fixed an issue where the vertex color values of the ruined version of the imperial keep was set all wrong, making its textures appear much darker than intended.
* Fixed an issue where a tree in Seyda Neen prevented you from spotting Fargoth from the Seyda Neen lighthouse during the quest 'Fargoth's Hiding Place'
* Fixed an issue where you could exploit the companion restore magicka spell to gain access to restore magicka for spellmaking and enchanting.
* Fixed issues where sections in the book 'Blacksmithing Tools' were totaly wrong, or mentioned items that doesn't exist Rebirth.
* Fixed issues where Atronach's Seal, Starfire and Blightheart didn't have any enchantments assigned to them.
* Fixed an issue where the Electric Slaughterfish paralysis spell effect was set to 'self' instead of 'touch'.
* Fixed an issue where there was a respawning potion chest in Velenren, Keep.
* Fixed an issue where Indren's Pawnshow in Maar Gan didn't close at night.
* Fixed an issue where Ivramie Sarandas in Tel Naga Upper Tower was naked.
* Fixed an issue where some Skeletons carried two shields instead of one.
* Fixed an issue where you weren't able to enter Vos Lighthouse.

Morrowind Rebirth Changes
* The collision box for NPCs and the player has been reduced in size meaning less situations where both NPCs and the player get stuck in various objects. Thanks to 'EJ-12' for the fixes.
* Made a ton of changes in Balmora, Suran, Vivec, Seyda Neen, Dren Plantation and Moonmoth Legion Fort, mainly aimed at improving aesthetics and performance.
* Trading with Raw Glass and Raw Ebony is now prohibited, as stated in-game (The Telvanni, Ashlanders and Khajiits don't care though).
* Leles Birian, the master trainer in Destruction, now actually has a selection of destruction spells for sale (used to have none..)
* The Adamantium Battle Axe has been transformed into a War Axe. The model is far too small to be a 2-handed weapon.
* The final encounter with Dagoth Ur is now much more difficult with more enemies guarding both Ur and the heart.
* Removed 'Morian Zenas's Mask' and 'Face Of Kagrenac' from the mod due to the low quality of the models.
* 'Duke's Guard Silver Greaves' changed to 'Duke's Guard Greaves' to match the other pieces in the set.
* Blighted creatures will now only spawn in specific areas in and close to the Red Mountain Region.
* The unique halberd 'Voidguard' now has an enchantment (Silence 3 seconds on strike).
* All Dagoths now have souls that are strong enough for constant effect enchanting.
* Goblins will no longer drop an almost endless supply of health potions.
* Ald Redaynia now has a healer offering a small selection of potions
* Added Sixth House ash statues to the service refusal list.
* Added 10 new responses when taunting NPCs.

Morrowind 2018 07 05 14 42 22 97

Morrowind Rebirth 4.7 features a large overhaul of the Grazelands Region

Morrowind 2018 07 06 11 33 29 61

Shashmat Daedric Ruin

Morrowind 2018 07 06 11 31 01 06

Kahnud Temple

Morrowind 2018 07 05 14 35 55 61


Morrowind 2018 07 06 11 35 16 34

Tel Voroyn

Morrowind Rebirth Additions

Grazelands Overhaul
A massive overhaul of the Grazelands region including:

* Yanith-Duniasha
- A massive cave and Dwemer ruin waiting to be explored. This ruin also includes new unique items to discover. Credit goes to 'Fulgore' for making most of the ruin.

* Kahnud Temple
- A temple complex where devoted temple members come and pay their respects to St. Velas, a local lesser saint.

* Valas Ancestral Tomb
- A medium sized tomb containing the headless body of Saint Valas, among other things.

* Sanesi Mine
- A small ebony mine run by the Telvanni. Credit goes to 'Firefanix' for making it.

* Tel Voroyn
- A small abandoned Imperial Fort, close to Sanesi Mine., now claimed by the Telvanni

* Shashmat
- A small Daedric Ruin (exterior only at the moment).

* Minor additions
- Grave sites, bandit camps, Guar herds and more.

* Landscape improvements, changes and fixes.

Slaughtershark, Old Blue Fin and Dreugh Warlord

Slaughtershark, Old Blue Fin, Dreugh Warlord

Blind Slaughterfish

Blind Slaughterfish

New Creatures
* Centurion Giant (Unique)
* Centurion Blademaster
* Centurion Guardian
* Blind Slaughterfish
* Slaughtershark

New Artifact
* Saint Valas' Amulet
* Ralec's Torment

New Armor
* Chest of Elements
* Chest of Shock
* Chest of Frost
* Dreugh Greaves
* Dreugh Boots
* Dreugh Pauldrons
* Dreugh Bracers

New Ingredient
* Wormmouth Scale

New Spells
* Barrier: Seventh
* Barrier: Eighth
* Barrier: Ninth

New Items
Thanks to Melchior Dahrk for the initial idea to add these scrolls through his mod 'Scrolls of the Nine Barriers'
* Scroll of the Seventh Barrier
* Scroll of the Eighth Barrier

Dren Plantation



Asthetical changes to some areas such as Dren Plantation, Balmora and Moonmoth Legion Fort


* Barrier scrolls now have enchantment effects that matches their respective spell (Scroll of the First Barrier has the same effect as the First Barrier spell etc.)
* Aesliip's Ring's now applies a Fortify Maximum Magicka 0.5x INT bonus instead of a flat 75 points of Fortify Magicka.
* Mace of Molag Bal enchantment is now cast on use instead of cast on strike.

Spells (general)
* Most Fire, Frost and Shock spells are now a bit more powerful with higher minimum and maximum damage overall.

Spells (base cost)
* Bound Battle axe base cost from 14 to 16.
* Bound Boots base cost from 9 to 11.
* Bound Cuirass base cost from 14 to 16.
* Bound Dagger base cost from 8 to 10.
* Bound Gloves base cost from 8 to 10.
* Bound Helm base cost from 10 to 12.
* Bound Longbow base cost from 8 to 11.
* Bound Longsword base cost from 12 to 14.
* Bound Mace base cost from 10 to 12.
* Bound Shield base cost from 12 to 14.
* Bound Spear base cost from 9 to 11.
* Summon Golden Saint base cost from 20 to 28.
* Summon Winged Twilight base cost from 18 to 24.
* Summon Fabricant base cost from 18 to 22.
* Summon Storm Atronach base cost from 17 to 20.
* Summon Dremora base cost from 15 to 18
* Frost Damage base cost from 7 to 8.
* Shock Damage base cost from 7 to 8.
* Fire Damage base cost from 7 to 8.
* Poison Damage base cost from 7 to 8.

Around lvl 20-30 or so, almost all creatures are pretty weak and thus combat becomes less of a challenge. With the changes down below I hope to remedy this 'issue', making Morrowind a challenge at level 30 and beyond.
* Dremora Lord of Inspiration, Dremora Lord of Divinity and Dremora Lord of Terror now have a permanent Fire Shield ability.
* Dremora Lord of Inspiration, Dremora Lord of Divinity and Dremora Lord of Terror now favours melee combat over magic.
* Liches now have access to more powerful spells including being able to summon several creatures at once.
* Dagoth Ur and his vampire brothers now has access to more useful spells and abilties.
* Frost, Fire and Lightning Guardians now have access to more powerful spells.
* Dremora Lord of Inspiration health from 350 to 400.
* Dremora Lord of Divinity health from 450 to 500.
* Dremora Lord of Terror health from 400 to 450.
* Dremora Archer health from 225 to 250.
* Dremora health from 225 to 250.
* Draugr Deathlord health from 450 to 600.
* Draugr Berserker health from 400 to 500.
* Fire Clannfear health from 160 to 200.
* Goblin Shaman health from 150 to 200.
* Frost Monarch health from 500 to 600.
* Ash Scorpion health from 60 to 150
* Swamp Troll health from 220 to 300.
* Hill Giant health from 600 to 800.
* Wild Durzog health from 175 to 300.
* War Durzog health from 350 to 400.
* Ogrim Titan health from 320 to 400.
* Ogrim health from 280 to 300.
* Jotun health from 650 to 750.
* Lich health from 350 to 400.
* Bonelord health from 100 to 125.
* Ash Vampire health from 850 to 1000.
* Ascended Sleeper health from 300 to 500.
* Ash Ghoul health from 250 to 300.
* Ash Zombie health from 200 to 225.
* Ash Slave health from 160 to 175.
* Lame Corprus health from 140 to 150.
* Corprus Stalker health from 120 to 125.
* Ash Vampire speed from 15 to 18.

* Imperial Dragonscale armor rating from 20 to 24.
* Imperial Templar armor rating from 18 to 20.
* Duke's Guard armor rating from 24 to 26.
* Trollbone armor rating from 18 to 22.

New model:  Bellows

New models



* Included more optimized meshes from Remiros's 'Morrowind Optimization Patch'. Mainly affects Bloodmoon assets.
* Ascadian Isles and Grazeland trees now have more fitting bark textures.
* Emperor Parasols now use the correct bark texture.
* New unqiue model for the Dreugh Warlord
* New unique texture for Old Blue Fin.
* New models for some vanilla assets.
* Fixed over 100 UV/texture issues.

Morrowind Rebirth - Mercenaries [Addon]

* Fixed an issue where mercenaries would teleport themselves inside the player model instead of a few units away.

Morrowind Rebirth - Birthsigns [Addon]

Note that this plugin is not yet included , but the change does still apply.

The Mage
* Arcane Concentration
- Fortify Skill buffs have been replaced by Fortify Willpower 5 points (Ability).

Morrowind Rebirth - Game Settings [Addon]

* Decreased the cost of creating enchantments using enchanter services.

Morrowind Rebirth - Races [Addon]


* Nocturnal
- Night Eye duration from 180 to 60.

* Sharp Claws
- Changed name to "Awareness"
- Detect Animal magnitude 100-100 (Ability)

* Primal Rage
- Fortify Attack 10-10 for 60 seconds changed to Fortify Attribute Endurance 20-20 for 30 seconds.
- Fortify Attribute Strength 20-20 for 60 seconds changed to 20-20 for 30 seconds.

Morrowind Patch Project 1.6.5 [For Rebirth]

* Incorported several changes made in Rebirth into this plugin including the change where the mercantile skill of various traders were increased. Due to this patch being an esm conflicting changes in Rebirth would previously be overwritten with vanilla values.
* Removed several other conflicting edits from the plugin.

* Added a compatiblity patch for 'Dramatic Vivec' that fixes some minor conflicts. Thanks to 'Altotas' for the fixed esp.
* Added a compatibility patch for 'Animated Morrowind Merged'. Thanks to 'Altotas' for the fixed esp.
* Added a compatiblity patch for 'Illegal Dwemer Trading'. Thanks to SpaceDevo for the fixed esp.
* Added a compatibility patch for 'Julan Ashlander Companion 2.02'.
* Cleaned the archive, which now has far less folders.

[RELEASE] Morrowind Rebirth 4.7

[RELEASE] Morrowind Rebirth 4.6

[RELEASE] Morrowind Rebirth 4.6

News 18 comments

Hey guys! It wasn't my intention to upload an update this soon, but it has come to my attention that there are some issues with MR that I really need...

[RELEASE] Morrowind Rebirth 4.5

[RELEASE] Morrowind Rebirth 4.5

News 7 comments

Hi guys! Today I'm happy to introduce you to the latest update, and as always it's a big one! With v 4.5 comes a plethora of changes, mainly aimed at...

[NEWS] The road ahead

[NEWS] The road ahead

News 7 comments

Morrowind Rebirth has now been in development for more than 7 years and has during that time recieved 44 major updates..

[RELEASE] Morrowind Rebirth 4.4

[RELEASE] Morrowind Rebirth 4.4

News 14 comments

The time has come for the final update of the year, version 4.4! Included in this update are a plethora of changes including a total rethinking of weapon...

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[RELEASE] Morrowind Rebirth 4.7

[RELEASE] Morrowind Rebirth 4.7

Full Version 10 comments

This is the full version of Morrowind Rebirth 4.7. Please refer to the latest news post for the changelog.

[RELEASE] Morrowind Rebirth 4.7 Patch

[RELEASE] Morrowind Rebirth 4.7 Patch


This patch fixes a couple of issues with the latest update. You only need this patch if you downloaded Morrowind Rebirth prior to the upload date of this...

[RELEASE] Morrowind Rebirth 4.7 - Optional Files

[RELEASE] Morrowind Rebirth 4.7 - Optional Files

Other 3 comments

This is the optional files for Morrowind Rebirth 4.7 including new music, new splashscreens and more. This package is not required for Morrowind Rebirth...

[RELEASE] Morrowind Rebirth 4.6 Patch [OUTDATED]

[RELEASE] Morrowind Rebirth 4.6 Patch [OUTDATED]

Patch 4 comments

Fixed issues where the shrine and guard tower in Maar Gan was inaccessible due to missing travel markers.

[RELEASE] Morrowind Rebirth 4.6 [OUTDATED]

[RELEASE] Morrowind Rebirth 4.6 [OUTDATED]

Full Version 2 comments

This is the full version of Morrowind Rebirth 4.6.

[RELEASE] Morrowind Rebirth 4.5 [OUTDATED]

[RELEASE] Morrowind Rebirth 4.5 [OUTDATED]

Full Version 5 comments

This is the full version of Morrowind Rebirth 4.5.

Comments  (0 - 10 of 2,738)

Hi, thanks for the time and effort you have put into developing this great Morrowind overhaul!

However, I do have a question regarding the save times. I followed the mod installation instructions to the letter and also added the recommended gameplay/graphical mods (following instructions on installation order, the readmes and so forth).

My issue is that everytime I attempt to save the game, it takes about 30 minutes or longer - even with quicksaves. Is this normal? If not, is there a fix for it?

I have an up-to-date PC that can handle contemporary games at the highest settings, so it should not be a hardware issue. I have also tried to adjust the compatibility settings for both the launcher and executable.

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trancemaster_1988 Creator

You're welcome!

Hm I have never heard of such an issue, and no it's not normal. I don't know if any fix for this other than perhaps to reinstall the game completely.

Reply Good karma+1 vote

Is there something similar to this for Oblivion and Skyrim?

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trancemaster_1988 Creator

No idea mate.

Reply Good karma+1 vote

Game crashes on road from Caldera to Ald Ruhn.

[Game Files]
GameFile0=Better Heads Bloodmoon addon.esm
GameFile1=Better Heads Tribunal addon.esm
GameFile2=Better Heads.esm
GameFile4=Morrowind Patch Project 1.6.5 [For Rebirth].esm
GameFile5=Morrowind Rebirth - Races [Addon].esm
GameFile8=Better Bodies.esp
GameFile9=Better Clothes_v1.1.esp
GameFile11=More Better Clothes.ESP
GameFile12=Morrowind Rebirth - Game Settings [Addon].ESP
GameFile13=Morrowind Rebirth - Mercenaries [Addon].ESP
GameFile14=Morrowind Rebirth [Main].ESP
GameFile15=XE Sky Variations.esp

Warning Log
(This message shows each time I start the game; is there an issue with Bloodmoon in Steam’s GOTY?)
One of the files that "Morrowind Rebirth - Mercenaries [Addon].ESP" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.

(This happens when I travel from Caldera to Ald Ruhn. Location is East of Maar Gan Road, just past the southerly trail with the signpost. I chose “Yes” to continue after each message.)
TES3Stream Warning: Model "Meshes\x\ex_redoran_well_01.NIF" tex not found ""!
TES3Stream Warning: Model "Meshes\x\ex_redoran_well_01.NIF" tex not found ""!
Texture Load Error!:
Texture Load Error!:
Texture Load Error!:
(At this point, video crashes, sound remains. Restoring video - 3 times - shows the same message each time.)
Texture Load Error!:
Texture Load Error!:
Texture Load Error!:

Search of Morrowind folder and subfolders does not find the two .dds files.

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trancemaster_1988 Creator

Did you dl the patch?

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This comment is currently awaiting admin approval, join now to view.


Noob here but can you give me simple instructions how to mod my Morrowind :<, if youre not busy

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trancemaster_1988 Creator

Follow the guide here:

Reply Good karma+1 vote

Will this work with other mods?

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trancemaster_1988 Creator

Depends. Check the tutorial tab for which type of mods you can use and not.

Reply Good karma+1 vote
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Elder Scrolls III: Morrowind
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Ratings closed.

Highest Rated (13 agree) 10/10

A review must be entered to justify such a high rating.
Fuck off,
this brilliant mod is Awesome
I dont need to justify anything moddb^^

Aug 3 2013 by Master_DeluXXXe

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