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. Experience the world of Morrowind in a new light, try out Morrowind Rebirth today!

Report RSS [RELEASE] Morrowind Rebirth 6.1

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.

Posted by on

Which are the worst balance changes in Rebirth?

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.

[RELEASE] Morrowind Rebirth 6.1


Alternate download
Nexusmods.com


Morrowind Fixes

* 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

New misc items


Morrowind Rebirth [Main]


Morrowind Rebirth Fixes

* 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.

Corkbulb Dart, Dwemer Throwing Knife and Orcish Arrow


New marksman weapons


Morrowind Rebirth Changes

* 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 model for Crown of Torment


New models for old assets


Morrowind Rebirth Additions

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 bolts [Ebony, Glass, Deadric]


New arrows..


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

Frostburn - a new artifact


Balance

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.


Graphics

* 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.


Misc

Morrowind Rebirth - Game Settings [Addon]

* 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.

Morrowind Rebirth - Tools [Addon]

* Fixed an issue where several tools had an had an exta space after the name of the tool.

Morrowind Rebirth - Mercenaries

* Potentially fixed an issue where mercenaries would sometimes stop fighting and run away.

Morrowind Rebirth - Races [Addon]

* Argonian
- Fast Metabolism [Ability] - Resist Poison 100 % to Resist Poison 75 %.


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Post comment Comments
JjForcebreaker
JjForcebreaker - - 907 comments

Whoah, what a changelog. Thank you for your amazing continuous support of this project!

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trancemaster_1988 Author
trancemaster_1988 - - 3,032 comments

Yeah it's been a few years now, huh. It's been fun though :D

Reply Good karma+3 votes
Darklord42
Darklord42 - - 252 comments

Agreed, It's been a total blast to follow along all these years and play! I never play MW without it now :)

Cheers!

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Ragnrok
Ragnrok - - 449 comments

is this compatible with Better Bodies?
Nexusmods.com?

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trancemaster_1988 Author
trancemaster_1988 - - 3,032 comments

Yes

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Shadowblade001
Shadowblade001 - - 7 comments

I have the Game of the Year edition with Tribunal and Bloodmoon.

Will Rebirth 6.11 work with it?

And will I need to start a new game?

Cheers!

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trancemaster_1988 Author
trancemaster_1988 - - 3,032 comments

It will! If you have never run with Rebirth before I'd definitely start a new game. The changes are, massive, to say the least.

Cheers

Reply Good karma+1 vote
Shadowblade001
Shadowblade001 - - 7 comments

Excellent!

How would I get Rebirth 5.6? I ask because a Morrowind modding guide video on YT uses Grass for Rebirth 5.6, and unless the grass mods and Rebirth versions match, the game is borked.

I might just use Rebirth 6.11 and not bother with the grass mods, though. The grass mods have not been updated for a few years.

I already tried just with 6.11, and things look so much better already!

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trancemaster_1988 Author
trancemaster_1988 - - 3,032 comments

Hey again,

This should work fine with 6.11: Nexusmods.com

Cheers

Reply Good karma+1 vote
Shadowblade001
Shadowblade001 - - 7 comments

Nexus mods is down at the moment (has been since at least 01:30 UK time).

But I already installed 5.6 and it's looking fantastic! I was surprised that the Trader at Razor Hole was not there, but there are a lot of new traders with a better inventory! And there's too many new buildings in the open square at Balmora for my taste, but that's not a big thing. My House mod has one door that teleports me to the middle of the square, and I wondered where the hell did that wall come from! :D At least I did not appear INSIDE the wall!

I'm not using the Race, Signs and other things, as I like the Vanilla versions, but I am using the Mercenaries and the Alternate Main esp.

The video did not give version numbers, but did say that the Grass for Rebirth has to match the Rebirth version. Otherwise clumps of grass can float a few feet off the ground and so on.

Oh, hang on, Nexus is up again! So Rebirth Grass 6.0 will work properly with Rebirth 6.11?

Damn, I might have to uninstall the game and reinstall again! :D Only takes about 30 minutes, though!

According to the video, I install GotY, then (these are the version numbers I used):

1. Morrowind Code Patch 2.4, use the exe and test launch the game
2. Morrowind Rebirth 5.6, test launch the game
3. Morrowind Enhanced Textures (MET) 5.2?
4. Aesthesia Groundcover 1.0
5. Grass for Rebirth 5.6
6. Robert's Bodies 0.3
7a. Facelift Heads Meshes 0.10.4.1
7b. Facelift Heads Textures 0.10.4
8. MGE XE (Morrowind Graphics Extender) 0.15.1

Then use MGE to do the graphics, using Morrowind, Tribunal, Bloodmoon, XE Sky Variations (I think), Morrowind Rebirth, Grass Rebirth 1, Grass Rebirth 2, Morrowind Rebirth.

Then activate the relevant plug-ins but NOT the grass ones, and launch the game.

And it looks so amazing!

I used to use Sound and Graphics Overhaul, and loads of other mods, plus my own House mod. Incredible that it looks as good as then with just these few mods!

Thanks so much for this mod!

Cheers!

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trancemaster_1988 Author
trancemaster_1988 - - 3,032 comments

The grassmod I posted should work fine with 6.11, as 6.11 didnt make any significant changes to the landscape. There will be a huge difference from 5.6 to 6.11 in quality and content, so I highly suggest getting it instead of 5.6!

Cheers

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Shadowblade001
Shadowblade001 - - 7 comments

Yes, I uninstalled everything, did a fresh install of GotY and then used Rebirth 6.11 and that Rebirth 6.0 Grass you suggested. It has three *omwaddon files for OpenMW, but the description said I can just change the extension to *.esp to get Grass1.esp, Grass2.esp and Grass3.esp.

And it worked perfectly!

There are some funny glitches, like a Portable Campfire mod used to have a campfire we can pick up in the middle of the square at Balmora, but now is floating 300 feet in the air! But luckily I know the tcl console code! :D

One thing is that when I first slept I was not attacked by the Dark Brotherhood. Does that have anything to do with this mod? As a Mage/Thief type, I like using the armour, but I am trying to play a Paladin, so I wanted to sell it to buy better Heavy armour.

Also, how do I control the load order? I noticed that Morrwind.ini had the main files ordered alphabetically, Bloodmoon, Morrowind, Tribunal. So I manually changed them and renumbered them, and then resorted some other mods, but they seem to be moved around by the game.

Thank you SO much for your help, this is a great mod so far!

:D

PS The Blacksmith at Razor Hole is back! So I got a Nordic Broadsword! I think that was because I loaded an older save. Another new character, there were two of the Boat guys in Seyda Neen, talking to me in stereo! I think that might have been due to using 5.6 and then loading that character with 6.11!

LOL! Such fun!

I made a proper new character now!

:D

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trancemaster_1988 Author
trancemaster_1988 - - 3,032 comments

Glad it worked!

As for that campfire.. it's not needed! Rebirth has its own campfire kit that can be bought from various traders, along with a bedroll 😁

The Dark Brotherhood wont attack until you've hit level 15. There is no reason they would attack a freshman of the boat, so I changed that.

Load order is best sorted using Wrye Mash, which can be found over at Morrowind Nexus. Be sure to use the 'Palermos Fork' version, or at least I think that's the name for it. You can find a link and a small tutorial here: Moddb.com . Scenario 6.

Cheers

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Shadowblade001
Shadowblade001 - - 7 comments

"The Dark Brotherhood wont attack until you've hit level 15. ...so I changed that."

Ah, dammit. Without putting it in the Description page or in a ReadMe?

OK. So, they attack in the 5.6 Main esp, but do not attack in 6.11?

So I will have to uninstall again and put 5.6 back in? Actually, I suppose I could just try and force an attack, or use the console to spawn an Assassin. And it's good that I can get a tent and bedroll from Traders. So I won't need the camping mods?

I also tried:
Bare Necessities 1.5.1 by Destructor36
Nexusmods.com

Skyrim crafting for Morrowind 0.3 by mtwoodroof
Nexusmods.com

The Bare Necessities (WanderRA edit) Skyrim Crafting for Morrowind Crossover 1.0 by alec127
Nexusmods.com

Bare Necessities Console configure 1.0 by SteamNexus
Nexusmods.com

but I am having terrible trouble getting them to work properly.

~

It's a terrible shame you changed the Dark Brotherhood thing. By the time I am level 15, their armour will be a trivial bagatelle. The video was "Easy Guide for Modding MORROWIND with Amazing Graphics in 30 Minutes - Super Simple Modlist" by GamerZakh. It seemed to present Rebirth as ostensibly a graphics mod, with new buildings and NPCs.

I don't want Gameplay changes, which is why I use the Alternate MAIN and only the Mercenaries addon. All those gameplay changes should be optional IMO.

My new Character is a Paladin, which I've never tried to play before. I usually go for Ninja/Assassin/Mage types:

Imperial
Female
Combat
Paladin WIL, PER
The Lady
STR 40
INT 40
WIL 50
AGI 30
SPD 30
END 65
PER 85
LUC 40

Long blade 45
Speechcraft 40
Armour, Heavy 35
Block 35
Restoration 30

Athletics 20
Armourer 20
Mysticism 15
Alteration 15
Enchant 15

That's as close to an AD&D First Edition Paladin I could get. Your changes to that Sign would bork it for me.

Modding Morrowind is more difficult than modding Skyrim! I think the last time I played Morrowind was actually 8 years ago. There was a problem with the textures for one mod that crashed on loading, or even starting a new character. The path was set to C:\Program Files\Bethesda Softworks\Morrowind. So if you installed on E:\, or in C:\Morrowind, or inside Program Files (x86) for 32 bit programs in Windows 7 and higher, you could not play at all! So I went to the Nexus forum and found that the answer was posted 8 years ago by ME! Almost to the day! I had completely forgotten! Just drag the MESHES folder onto the exe for Nif Stripper 1.6 and all texture and mesh pathing problems fixed!

Anyway, thanks for the mod and thanks for taking the time to answer my questions, and thanks for that link to the trouble shooter page!

Cheers!

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Shadowblade001
Shadowblade001 - - 7 comments

I took out the Bare Essential mods, but kept the Skyrim Crafting for Morrowind 0.3 and I used Wrye Mash as you suggested. I sorted load order with it, but didn't make a Mashed patch.

And everything seems to be working fine!

There's a couple of things:

1) The Khajiit at the Mages Guild asked me to get a ceramic bowl from the nearby Khajiit Trader. She has Ceramic Bowl as a conversation topic, and says she has one, what will I barter for it. But she doesn't have one in inventory. Her shop has all sorts of bowls of all sorts of materials on display, but she doesn't sell any.

Any ideas if that's anything to do with Rebirth 6.11? I got a ceramic bowl from the Pawnbroker in the end.

2) I was sick of crawling about like a snail, it makes the game very tedious. But the Console Command "SetSpeed 200" didn't work. Does Rebirth block certain console commands?

Thanks for your help!

Cheers!

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trancemaster_1988 Author
trancemaster_1988 - - 3,032 comments

Sorry for the late reply! As for the Khajiit this issue has already been solved in my internal build, but it won't be released for some time.

Regarding console commands Rebirth doesn't affect such things that are hardcoded.

Cheers

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Shadowblade001
Shadowblade001 - - 7 comments

Thanks, in the end I consoled in the Boots of Blinding speed, and my Paladin can just about cast 100% Magick Resistance for 3 seconds. It's just not fun crawling around like a snail carrying a 12 hundredweight lead shell.

As a Paladin, she cannot steal anything. But there are doors and chests that need opening in Dwemer ruins, so I'm looking for a Bash Lock Mod, like we could in Daggerfall. Something using a crowbar would be ideal.

I had to remove the Bare Necessities mods as they just would not work properly and permanently borked my AGI stat. I could cast restore Agility, but the spells are so spread out and hard to find. I'm still using the "Skyrim Crafting for Morrowind" mod, so I can chop firewood to sell! And I have a Bag of Holding, so Encumbrance is no problem.

Cheers!

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