Post news RSS [RELEASE] Morrowind Rebirth 3.4

Hey my friends! It's time for another update, v 3.4! As you can see down below there's a lot of stuff in this update. Feel free to share the news on other sites! Enjoy!

Posted by on

Hey my friends! It's time for another update, v 3.4! As you can see down below there's a lot of stuff in this update. If you haven't played Morrowind Rebirth before I urge you to watch the trailer:


Vanilla Fixes
* 'com_chest_11_k01' was supposed to contain 5 randomly generated items, but the Bloodmoon expansion modified its contents to be just one random restore potion.
* Raviso Andalas, Molag Mar, will no longer offer trading services (He didn't have anything for sale).
* Nalion, Gateway Inn, will no longer offer trading services (He didn't have anything for sale).
* 'Ring of Wizard's Fire' now causes Fire Damage instead of Drain Health.

Something old, something new..


Morrowind Rebirth Fixes
* Removed references to Fiend and Devil weapons from Ra'Virr's dialogue as he no longer sell these items.
* NPCs in Gorvas Vulves Tower, Seyda Neen will no longer have generic names such as "Cultist".
* Removed a duplicate of 'barrel_01_ahnassi_food', which is supposed to be a unique container.
* Removed an Adamantium Dagger that was laying just outside the Census Offices in Seyda Neen.
* Dremoras and Golden Saints will no longer fail casting bound weapons.
* Ragnfid, a resident in Balmora, no longer wears Nordic Mail.
* Dremora Lords will no longer conjure "Bound Dagger".
* Removed a missplaced force-field in Ularradalluku.
* Some Khajiit slaves had no head assigned to them.
* Silver Crossbow icon is now transparent.
* Landscape fixes and improvements.
* Added pathgrids to the Deadlands.
* Fixed typos in books/notes.

Walled Ald'ruhn


Morrowind Rebirth Changes
* NPCs will no longer die from standing in a fire. NPC AI simply doesn't recognize the danger of it, thus it had to be removed.. Damage still applies to the player.
* All keys have been renamed so that the player actually know where each key goes (Key to..).
* Removed unnecessary NPCs and clutter in Balmora in an attempt to improve performance.
* Increased practice dummy health from 2500 to 3000.
* Duke's Guards in Ebonheart are no longer clones.

Ald Redaynia


Morrowind Rebirth Additions
* A longship carrying what seems to be nord raiders has been sighted in the Sheogorad region. Their intentions are so far unknown..
* Added trapdoors to the gatehouses in Caldera. The poor guards shouldn't have to use levitation to get onto the battlements.
* Boiled Netch Leather Pauldrons can now be found/bought in/at various locations.
* Placed another Daedric Tower Shield in the gameworld (used to be only one).
* Ald Redaynia, a new village located just north of Urshilaku Camp.
* Minor overhaul of Khuul and its surroundings (clutter etc).
* Minor overhaul of Wolverine Hall (clutter etc).
* Ald'ruhn is now completely surrounded by walls.
* Suran now has a city gate.

Balancing

Weapons/Armor
* All Warhammers/Battle Axes will now cause less damage across the board. These changes also make Warhammers the most deadly weapons in the game (used to be Battle Axes).
* Daedric Dart value from 500 to 350.
* Ebony Dart value from 500 to 175.

Spells
* Hearth Heal magnitude changed from 25-50 to 15-30 (remember that this is a starting spell).
* Firebite/Shockbite/Frostbite magnitude changed from 15-30 to 15-25.
* Energy Leech duration changed from 30 to 1.
* Energy Leech magnitude changed from 5-30 to 5-25.
* Open magnitude changed from 10-10 to 5-25.
* Open spell cost changed from 9 to 10.
* Ondusi's Open Door magnitude changed from 75-75 to 25-50.
* Ondusi's Open Door spell cost changed from 60 to 20.
* Wild Open magnitude changed from 75-75 to 50-75.
* Wild Open spell cost changed from 45 to 40.
* Jump magnitude changed from 5-5 to 10-10.
* Jump duration changed from 10 to 30.
* Tinur's Hoptoad magnitude changed from 10-10 to 15-15.
* Tinur's Hoptoad duration changed from 10 to 30.
* Feather magnitude changed from 50 to 25.
* Feather duration changed from 30 to 60.
* Strong Feather magnitude changed from 75 to 50.
* Strong Feather duration changed from 30 to 60.
* Great Feather magnitude changed from 100 to 75.
* Great Feather duration changed from 30 to 60.
* Ulms' Juicedaw Feather magnitude changed from 150 to 100.
* Ulms' Juicedaw Feather duration changed from 30 to 60.
* Earwig magnitude changed from 10 to 15.
* Wild Earwig magnitude changed from 40 to 45
* Sanctuary magnitude changed from 20 to 15.
* Sanctuary duration changed from 10 to 15.
* Father's hand duration changed from 10 to 15.
* Sotha's Grace magnitude changed from 40 to 45.
* Sotha's Grace duration changed from 10 to 15.
* Lightning Storm magnitude changed from 5-20 to 5-15.
* Toxic Cloud magnitude changed from 5-20 to 5-15.
* Fire Storm magnitude changed from 5-20 to 5-15.
* Frost Storm magnitude changed from 5-20 to 5-15.
* Shockguard magnitude changed from 100-100 to 75-75.
* Poisonguard magnitude changed from 100-100 to 75-75.
* Fireguard magnitude changed from 100-100 to 75-75.
* Frostguard magnitude changed from 100-100 to 75-75.

Spell Base Cost
* Fire/Frost/Shock/Poision-damage spells are now somewhat more costly.
* Cure Common Disease-spells are now much cheaper.
* Cure Blight Disease-spells are now much cheaper.
* Cure Poison-spells are now slightly cheaper.
* Sanctuary spells are now slightly cheaper.
* Sound spells are now slightly cheaper.

Enchantments
* Helm of Oreyn Bearclaw enchantment from Fortify Agility/Endurance 10 points to Fortify Agility/Endurance 15 points.
* Ring of Fire Storm enchantment duration changed from 3 to 2.
* Ring of Fire Storm enchantment charge changed from 150 to 120.
* Ring of Ice Storm enchantment duration changed from 3 to 2.
* Ring of Ice Storm enchantment charge changed from 150 to 120.
* Ring of Toxic Cloud magnitude changed from 1-20 to 5-20.
* Ring of Toxic Cloud enchantment duration changed from 10 to 2.
* Ring of Toxic Cloud enchantment charge changed from 150 to 120.
* Ring of Lightning Storm enchantment duration changed from 3 to 2.
* Ring of Lightning Storm enchantment charge changed from 150 to 120.
* Scroll of Elemental Burst: Fire/Shock/Frost magnitude changed from 20-50 to 15-45.
* Scroll of Elemental Burst: Fire/Shock/Frost area changed from 10 to 8.

Misc
* Leveled list for enchanted rings has been overhauled to make more sense. For example Firebolt Ring should drop at an earlier level than Cruel Firebolt Ring, and Cruel Firebolt Ring should drop earlier than Dire Firebolt Ring etc.
* Calvus Horatius, the mercenary for hire in Tribunal, is now a bit better equipped, and has a bit more health/fatigue.
* Most merchants have recieved a boost to their mercantile skill (NPC level + 30).
* Removed Sword of White Woe from Balmora, Eastern Guard Tower.

Fixed


Graphics
* Rocks in the Azura's Coast Region will now use vanilla textures and will therefore be affected by texture replacers of your choise.
* Rocks in the Red Mountain Region will now use the texture "tx_rm_rock_01" (as in vanilla) instead of "tx_rm_rock_02".
* Made the Stonecrab texture a bit less colorful to match the overall color-scheme of Morrowind.
* Fixed an issue where the mesh 'in_com_trapbottom_01' had an incorrect texture assigned to it.
* Fixed an issue where the mesh 'in_nord_ladder_01' had an incorrect texture assigned to it.
* Fixed an issue where the mesh 'in_nord_ladder_02' had an incorrect texture assigned to it.
* Included a fix for 'apparatus_s_alembic_01.nif', which had two uv glitches.
* Included improved/fixed Velothi interior meshes.

Balmora's Underworld Changes
* Balance changes, bug fixes and improvements.

Other changes
* Removed bugged province maps from the mod (Skyrim, Hammerfell etc).
* Removed unnecessary files from the archive.
* Removed Thieves Guild armor from the mod.
* Removed Daedra Seducers from the mod.

Have fun guys!

Comments
bluewario
bluewario - - 417 comments

Awesome work!

Reply Good karma Bad karma+5 votes
Kam-Ghostseer
Kam-Ghostseer - - 325 comments

One suggestion I have for key names is to remove "key to" as the item type is clear.

Reply Good karma Bad karma+1 vote
trancemaster_1988 Author
trancemaster_1988 - - 3,031 comments

Removing "Key to" will turn your inventory into a big mess (sorting). Besides I think it would be wierd having a key named "Arenim Tomb Chest" instead of "Key to Arenim Tomb Chest". But hey, that's just me :P

Reply Good karma+4 votes
Schinigami92
Schinigami92 - - 62 comments

As always Awesome!

Reply Good karma Bad karma+2 votes
huntermage1025
huntermage1025 - - 5 comments

I just did a playthrough of the game with Rebirth for the first time (I've tried before, but the "been there, done that" hurdle of the first few hours kept getting to me), and I gotta say, I love all the little changes to the Telvanni areas, since BUUG and RoHT kept me there for quite a while.

There are still weird issues I've been experiencing that I don't know the cause of:

1. All Imperial Archers are bare-chested. Not sure why. In fact, a few NPCs in the game are just...naked. But ALL Imperial Archer guards always have no chest armor.

2. There's a ton of trees and roots that sit outside of the land mesh. Most prominent on the walk from Balmora to Caldera, but also up by Gnisis and any other area that shares the landscape type. They're usually those green trees that go sideways and then curl upwards at a 90 degree angle, but they're almost always outside of the mesh. I'll try some tree replacers, see what happens.

And I've been begging forever, but please make a file for grass. MR-compatible grass is all I've ever wanted since I first picked this thing up.

Reply Good karma Bad karma+1 vote
trancemaster_1988 Author
trancemaster_1988 - - 3,031 comments

Hi,

1. No idea why. I don't have the same problem. Are you using any other mods that might conflict with MR?

2. It's likely that you're using a tree replacer that overwrites the files included in the MR archive. This means that you have to replace the root meshes with "empty" meshes. To do this you have to download the following mod: Nexusmods.com and pick "Vurts Leafy West Gash v10a". When you've downloaded the file open up the archive and copy 'vurt_flora_root_wg_01' to 'vurt_flora_root_wg_08', then paste these into Morrowind/Meshes/f.

Regarding grass. Yeah I know it's annoying, but as I've stated before this would be a lot of work because I alter the terrain all the time, which means I would have to put up twice the work fixing grass all the time as well. I rather spend that time making an awesome grass-plugin when the time is right.

Cheers

Reply Good karma+2 votes
randt
randt - - 3 comments

Getting a weird issue with OpenMW, bringing up the barter becomes slower with each transaction with some merchants (reproduced with the trader and pawnbroker in Balmora). It gets very noticeable after selling around 20 items and becomes frustratingly slow somewhere in the 30s. Wondering if you have any idea what would trigger this as it only seems to effect Rebirth and, even then, many merchants seem unaffected.

Reply Good karma Bad karma+1 vote
GalenKnight56
GalenKnight56 - - 53 comments

Hey man, I really love your mod. I am just wondering though, have you or will you be implementing stealth enhancements such as changing the way sneaking works in this game based on lighting? And is this mod compatible with BTB's Game Improvements mod?

Reply Good karma Bad karma+1 vote
RodVeska
RodVeska - - 135 comments

Is there an installer to this mod? I have the steam version of this game.

Reply Good karma Bad karma+1 vote
EricBoyceU
EricBoyceU - - 563 comments

Just copy Rebirth files into your steam/morrowind Directory!

Reply Good karma Bad karma+2 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.