Morrowind Rebirth:Changelog

Mod / Morrowind: Morrowind Rebirth

Basic informationEdit

This is the changlog from Morrowind Rebirth, sourced from nexusmods. Currently, the changelog goes back until version 2.7 .

ChangelogEdit

Version 5.4.1Edit

Morrowind Rebirth [Main]

Morrowind Fixes

  • Fixed issues where Anas Ulven, Sodrara Andalas and Selvura Andrano in Gnaar Mok all had the wrong AI-packages (follow instead of wander).


Morrowind Rebirth Fixes

  • Fixed issues where The The Good Beast, Anhaedra, Molag Grunda, Nomeg Gwai and the Skeleton Pirate Captain (now with a unique name!) weren't following the rule that unique creatures should have souls for constant effect enchanting.
  • Fixed an issue where the lighting values inside the Prancing Kwama, Vivec Entrance, were set to default. This made the lighting inside this interior especially bright and unnatural compared to other interiors.
  • Fixed issues where Stentus Caerelliu, Vuvil Daryon and Ulyne Ildram had underscores between their first and last names.
  • Fixed issues where some vendors didn't restock common ingredients.
  • Fixed an issue where a texture was missing for the Blighted Kwama Queen and Blighted Kwama Warrior.
  • Fixed an issue where the cell name for Savile Imayn's House in Tel Aruhn was misspelled as Savlie Imayn's House.
  • Fixed an issue where there were two huge gaps into the worldspace at the top of Vos temple.
  • Fixed an issue where a dagger in the Census and Excise Office was missing a tutorial script.
  • Fixed an issue where some underwater plants didn't show up when viewed from above water.
  • Fixed an issue where the Silver Saint didn't use Golden Saint sounds.


Morrowind Rebirth Changes

  • Added more Red, Green and Black Lichen to the gameworld. The ingredients for all lichen were readily available, but very few plants can be found throughout the world.
  • Removed the Elemental Guardians from Samarys Ancestral Tomb's main chamber. A lich should be more than enough challenge to acquire the Mentor's Ring.
  • Creeper and the Mudcrab merchant now buys and sells the same types of goods as in vanilla.
  • Added some clutter here and there, most notably in coastal settlements.

Vivec Entrance Changes

  • Made some cosmetic changes near the strider port.

Ald'Ruhn Changes

  • Added a city gate to the temple complex entrance facing the Red Mountain Region.
  • Minor changes to the wall surrounding the city.


Morrowind Rebirth Additions

  • Added a proper ground model to the Cephalopod Pauldrons.


Balance

Creatures

  • Golden/Silver Saints no longer have a permanent lightning shield.
  • Draugr-Lord Aesliip health from 800 to 600.
  • Staada Health from 800 to 500.
  • Wormmouth health from 350 to 200.

Enchantments

  • Greatly increased the magnitude of the turn undead enchantments for Hort-Ledd's Robe and the Bloodworm Helm.


Morrowind Rebirth - Mercenaries [Addon]

  • Fixed an inconsistency where the mecenary Skeeme was set to a starting level of 30, while all the others were set to level 5.


Morrowind Rebirth - Morrowind Patch Project

  • Raven Omayn will now give you 100 drakes for clearing the quest "Retrieve Muck". Previously she claimed to give you the septims, but didn't actually give you any.
  • Fixed an issue where it was impossible to get Goldbrand/Eltonbrand (should have been fixed in 5.4, but didn't for some reason).


Misc

  • Readme: Added a list to the readme detailing all the unique creatures that have and don't have souls fit for constant effect enchanting. This along with the bugfixes above will finally make

this system far less confusing.

  • Readme: Made som changes to the compatibility section of the readme to clarify that this mod is not well adapted to run alongside other overhauls, or guides.
  • Readme: Made some changes to the introduction section of the readme to clarify that this mod is aimed at returning players and veterans.
  • Included a compatibility patch for Main Quest Overhaul 1.3.

Version 5.4Edit

Hey guys! Rebirth's 10-year anniversary is just around the corner (March 29th), and I thought what better way to celebrate that than a new and massive update? So massive in fact that pretty much every settlement and settled area have been altered in one way or another. That's not all, included in this update are also a plethora of changes ranging from bugfixes to new weapons & armor to graphical improvements. I've been working tirelessly on this update for more than 5 months, so with the usual update-schedule that's almost two updates in one.

Due to the huge amount of changes I highly recommend that you start a new game with this update. Have fun and let me know if you guys run into any issues!


Morrowind Rebirth [Main]

Morrowind Fixes

  • Fixed issues where several NPCs didn't have a "hello" parameter assigned to them, meaning they would never greet you.
  • Fixed an issue where the player could get stuck in geometry inside the Lonely Shipwreck, Lower Level.
  • Fixed an issue where Only-He-Stands-There didn't offer spellmaking services as mentioned in dialogue.
  • Fixed an issue where signposts near Falensarano was pointing in the wrong direction.
  • Fixed an issue where Yambagorn gor-Shulor used the prefix gor instead of gro.
  • Fixed an issue where Mauhul gor-Burish used the prefix gor instead of gro.
  • Fixed an issue where Ushat gra-Gulfim used the prefix gra instead of gro.


Morrowind Rebirth Fixes

  • Fixed an issue where you could use the Ring of Equity more than "once or twice" as stated in dialogue (also buffed the ring somewhat, back closer to vanilla).
  • Fixed an issue where traveling to Vivec by Silt Strider, the location in the travel options is named "Ascadian Isles Region" instead of "Vivec".
  • Fixed an issue where Dreamers added by Rebirth were present at the start of the game, instead of being enabled alongside the vanilla Dreamers.
  • Fixed an issue where the was some statics missing inside Sataran, making it possible to see the worldspace beyond (or the lack thereof).
  • Fixed an issue where the Imperial-styled smithshed had bad collision. The model has been replaced by new and optimized mesh.
  • Fixed an issue where the scale of the Ice Blade of the Monarch was off, making it appear tiny in comparison to other claymores.
  • Fixed an issue where Celraira in Pelagiad Guild of Mages didn't offer trading services as mentioned in dialogue.
  • Fixed an issue where Imarum (Dren Plantation, Hidden Caverns) was neutral, instead of hostile towards the player.
  • Fixed an issue where the Elomie (Ald Maaryon) had no barter option, even though she was supposed to be a trader.
  • Fixed an issue where the entrance to Arys Ancestral Tomb was almost entierly buried inside geometry.
  • Fixed an issue where most cave pieces, except for the bone cave-set, pointed to the wrong textures.
  • Fixed an issue where the Pants of Protection enchantment wasn't working due to having a higher enchantment cost than the available enchantment charge.
  • Fixed an issue where all Shockbite enchantments weren't working due to having no enchantment cost.
  • Fixed an issue where the Zealot's Robe enchantment wasn't working due to having no enchantment charges.
  • Fixed an issue where the dimensions of the gold icon was incorrect, making it somewhat egg-shaped.
  • Fixed an issue where the player could potentially fall into the water during character creation.
  • Fixed an issue where the Magic Circle in Mournhold; Royal Palace: Reception Area was missing.
  • Fixed an issue where the door to Trendrus Drals' house teleported you to the wrong location.
  • Fixed an issue where the door to Volmyni Dral's house teleported you to the wrong location.
  • Fixed an issue where you could fall through the platform outside the Dagoth Ur facility.
  • Fixed an issue where the door to a guardtower in Ebonheart had scipts similar to shops, meaning it would be locked at night.
  • Fixed an issue where Nalcarya's Banner in Balmora didn't display the full name.
  • Fixed an issue where the destination topic for Rindral Dralor was incorrect.
  • Fixed an issue where guards refered to themselves as "I'm guard, guard of.."
  • Fixed an issue where a section of wall was missing in Caldera Mine.
  • Fixed an issue where Hexfang (weapon) had no enchantment.
  • Fixed issues where the Nordic Longsword, Shortsword and Dagger had several large gaps in their models.
  • Fixed issues where a few keys were hidden inside geometry.
  • Fixed (potentially) an issue where the script 'DaedraMalacath' couldn't find the reference 'netch_bull_dead', sometimes causing a crash.
  • Fixed issues where weapons/armor sharing the same model had different stats.
  • Fixed issues where dozens of items weren't set as 'owned'.
  • Fixed pathgrid issues.


Morrowind Rebirth Changes

  • Roland's Tear (a variety of the Golden Kanet) is now actually called Roland's Tear in-game. It also has it's own set of textures (includes ingredient model) to set it apart from the regular Golden Kanet.
  • Removed the Gateway Haunt from the list of creatures whose souls can be used for CE-enchanting (The Haunt is an endless source of a constant-effect capable soul due to it respawning).
  • Removed the light emitting from summoned creatures.
  • You can no longer travel to Mournhold using the Magic Circles until you've been attacked by the Dark Brotherhood.
  • Temples with two floors now have a unique exterior model matching the interior.
  • Grand Soulgems will now drop in random loot, but they're few and far between.
  • Reverted the change that allowed travel from Tel Aruhn to Tel Fyr or vice versa. Too much dialogue would have to be rewritten in order to keep this change.
  • Increased the value of high tier throwing weapons such as Glass, Ebony and Daedric.
  • Increased the chance for loot to appear in Dwemer containers.
  • You can now aquire Spell Breaker without being a vampire.
  • Added teleporters to the cantons of Vivec, making travel somewhat easier throughout the city. These are simple teleporters, acting as "doors", meaning you can go from A to B, and from B to A. If you want to go to C, you need to go another teleporter. There are also two slightly different teleporters that sends you to the Temple, but you can't go the other way around.
  • Added a bit of detailing and few NPCs to the once deserted Waistworks of Molag Mar.
  • Added more variation to loot found in common containers.
  • Added even more variety to Dreamers, a work that started in v 5.3.
  • Added more variety to Velothi Altars, featuring 7 new variations [WIP in 5.4 onward].
  • Added restoration shrines to temples that had none.
  • Added a hut to where Umbra can sleep in.
  • Added doors to all outhouses.
  • A massive amount of landscape fixes and improvements.

Sadrith Mora Changes

  • Added more NPCs walking around. Aside from the vendors and guards, there were actually very few NPCs in Sadrith Mora.
  • Some changes to Wolverine Hall exterior including stairs and doorway leading up to the battlements.
  • Minor changes here and there.

Caldera Changes

  • Reworked the landscape in and around Caldera to make it feel more natural.
  • Removed some clutter, and replaced some clutter for added varietey.
  • Moved the Imperial Barracks further down the hill, replacing the somewhat oddly placed storage tower.

Dagon Fel Changes

  • Added more clutter here and there.
  • Added a home for a homeless (lol) NPC.

Tel Aruhn Changes

  • Reworked the landscape in and around Tel Aruhn to make it feel more natural.
  • Added a bit more detailing.

Ald'Ruhn Changes

  • Minor landscape changes near the Temple.

Suran Changes

  • Replaced the simple entrance next to Oran Manor with city gates.
  • Reworked the temple exterior.
  • Minor misc changes here and there.

Gnaar Mok Changes

  • Removed some clutter, and replaced some clutter for added varietey.
  • Removed most of the walls surrounding Gnaar Mok.
  • The layout is now closer to vanilla.

Pelagiad Changes

  • Removed some clutter, and replaced some clutter for added varietey.
  • Moderate changes to the layout of the village.
  • Minor misc changes here and there.

Hla Oad Changes

  • Added more clutter here and there.
  • Added a new shack.

Vivec Entrance Changes

  • Slight expansion of the docks.
  • Added a city gate.

Maar Gan Changes

  • Made the plaza, near the stairs up to the temple, a bit less open and square-like.

Balmora Changes

  • Removed a 100 or so references (objects), while also replacing some structures that previously were made out of several pieces with one single object. Overall these changes should increase performance, if only slighly.
  • Reworked the interior of Balmora's Fighters Guild.
  • Reworked the interior of Balmora's Mages Guild.
  • Reworked the interior of Balmora's Eight Plates.
  • Minor misc changes here and there.

Ebonheart Changes

  • Re-arranged some buildings, and added some structures to make the courtyard feel less grid-like.
  • Reworked the exterior and interior of the Imperial lighthouse located just outside the castle.
  • Removed some clutter, and replaced some clutter for added varietey.
  • Added market stalls, with traders offering various items.

Zainab Camp Changes

  • Added more clutter in and around the camp (mainly new/old ashlander styled stuff), along with some new traders and NPCs.

- Other camps will be reworked in a future update.

Vos Overhaul

  • A large overhaul of the farming settlement of Vos including new farmland north of Vos, landscape rework to make the it feel less flat, more clutter, new vendors and much more.

Grazelands Overhaul: Part 2

  • Added more rocks (and new rocks!) to various hills around the Grazelands. Most of them were completely empty and made the region feel rather underdeveloped.
  • All trees are now much smaller, taking up less of the scenery.


Morrowind Rebirth Additions

New Creature

  • Silver Saint

New Armor

  • Cephalopod Gauntlets
  • Silver Saint Shield

New Magic Armor

  • Cuirass of Resilience
  • Cuirass of Retribution
  • Mail of Waning Fire
  • Mail of Waning Frost
  • Mail of Waning Shock
  • Armorer's Chainmail
  • Mara's Chestplate
  • Silverskin (Cuirass)
  • Frostheart (Cuirass)
  • Hunter's Hide (Cuirass)

New Magic Weapons

  • Orcish Battle Axe of Fire
  • Orcish Battle Axe of Frost
  • Orcish Battle Axe of Shock
  • Orcish Battle Axe of Poison
  • Silver Battle Axe of Fire
  • Silver Battle Axe of Frost
  • Silver Battle Axe of Shock
  • Silver Battle Axe of Poison
  • Nordic Battle Axe of Fire
  • Nordic Battle Axe of Frost
  • Nordic Battle Axe of Shock
  • Nordic Battle Axe of Poison
  • Frostbane (Battle Axe)
  • Firebane (Battle Axe)
  • Shockbane (Battle Axe)
  • Poisonbane (Battle Axe)

New Magic Clothing

  • Robe of Light
  • Robe of Invisibility
  • Robe of Flight
  • Elementalist's Robe
  • Summoner's Robe

New Unique Items

  • Voroyn's Ring
  • Dread (Helm)

New Potion

  • Potion of Champions (replaces the duplicate instance of Potion of Heroism inside the Hall of Wonders).

New Ingredient

  • Blighted Kwama Egg

New spells

  • Burning Touch
  • Burning Touch: Strong
  • Burning Touch: Great
  • Burning Touch: Wild
  • Freezing Touch
  • Freezing Touch: Strong
  • Freezing Touch: Great
  • Freezing Touch: Wild
  • Poisonous Touch
  • Poisonous Touch: Strong
  • Poisonous Touch: Great
  • Poisonous Touch: Wild
  • Shocking Touch
  • Shocking Touch: Strong
  • Shocking Touch: Great
  • Shocking Touch: Wild

Balance

Spells (base cost)

  • Silence base cost from 24 to 32.

Creatures

  • Winged Twilight speed from 25 to 20.

Armor I've always felt that it was wierd that high ranking members of the Imperial Legion wore armor that had such low armor rating. These changes make Templar and Duke's Guard armor more protective, and also more valueable.

  • Imperial Templar Armor rating from 20 to 30.
  • Duke's Guard Armor rating from 26 to 40.

Clothing

  • New enchantment capacity for all rings and amulets:

- Common Ring 50 (equals to 5 in-game etc..) - Expensive Ring 200 - Extravagant Ring 400 - Exquisite Ring 600

- Common Amulet 100 - Expensive Amulet 400 - Extravagant Amulet 800 - Exquisite Amulet 1200

Graphics

  • New models and icons for blank scrolls. Depending on quality they now have a unique appearance.
  • New model and icon for Trebonious' Robe. This model is less detailed than the previous one, but is without any gaps in the model.
  • New models for some parts of the Duke's Guard Silver set + other fixes and improvements (still not 100 % sure about this one).
  • New models for almost the entire Morag Tong armor set + other fixes and improvements.
  • New models for some signs.
  • New model and icon for the Black Hands Dagger.
  • New model and icon for the Ebony Halberd.
  • New model and icon for the Ebony Waraxe.
  • New model and icon for the Silver Longbow
  • New model and icon for King's Oath.
  • New model and icon for Dreugh Boots.
  • New model and icon for Hexfang.
  • New model and icon for Stinger.
  • New model and icon for Nightbane.
  • New model and icon for Indoril Greaves.
  • New model and icon for Dwemer Oil.
  • New model for Dreugh Greaves.
  • New model for the Rockcrab.
  • New model for the Grinding Wheel.
  • New icon for Bonebiter Bow of Sul-Senipul.
  • New icon for Conoon Chodala's Axe.
  • New icon for Temple Robe of the Patriarch.
  • New icon for Robe of Drake's Pride.
  • New icon for Cephalopod Pauldrons.
  • New icon for Redas Robe of Deeds.
  • New icon for Robe of the Hortator.
  • New icon for Hort-Ledd's Robe.
  • New icon for Whitewalker Robe.
  • New icon for Gothren's Robe.
  • New icon for Clanbringer.
  • New icon for Bloodskal.
  • New icon for Mountain Spirit.
  • New icon for Champion's Hide
  • New icon for Sarano Helm.
  • New icon for Watchman's Eye
  • New icon for Daedric Crossbow.
  • New icon for Pilgrim's Lantern.
  • New texture and icon for War Axe of Airan Ammu.
  • New texture and icon for Beluelle's Silver Bowl.
  • New texture and icon for Old Man's Lucky Coin.
  • New texture and icon for Emperors Defence.
  • New texture and icon for Muffinbread.
  • New texture and icon for Templar Shield.
  • New texture and icon for Temreki.
  • New texture and icon for the Steel Longbow.
  • New texture and icon for the Silver Spear.
  • New texture and icon for the Silver Crossbow.
  • New texture and icon for the Iron Longbow.
  • New texture and icon for Umbra.
  • New textures and icons for oriental-styled Ebony weapons (Katana, Wakizashi etc).
  • New textures for some collectors cards (Rest will be reworked later).
  • New textures for all custom frescos.
  • New textures for Dwemer books.
  • New textures for Topaz and Sapphire.
  • New textures for all blighted creatures. Additionally blighted Kwama Workers, Kwama Warriors and Kwama Queens now uses blighted textures.
  • New textures for egg sacks inside egg mines with a blighted Kwama Queen.
  • New texture for the Prancing Kwama Sign.
  • New unique textures for the Clannfear Runt.
  • New unique textures for the Stunted Scamp.
  • Improved models for all types of ore vains (Ebony, Diamond, Glass).
  • Hundreds of general fixes and improvements (UV, tiling, shading etc).


Morrowind Rebirth - Morrowind Patch Project

  • Fixed dozens of topics were bad filters were applied, and added filters to some topics that should have one.
  • Fixed an issue which made it impossible to get Eltonbrand.
  • Fixed dozens of typos and inconsistencies.


Misc

  • Included a compatibility patch for Julan Ashlander Companion 3.0 beta.
  • Added more info to the readme.

Version 5.3.1Edit

  • You can now rent a bed in Sethan's Tradehouse in Tel Branora (this was supposed to work in a previous update, but didn't).
  • Fixed dozens of statistical typos where items of the same type had different stats such as weight, durability, damage etc.
  • Fixed an issue where all hammocks had a rent script instead of a standard bed script.
  • Fixed in issue where the door to Balmora, Temple Storage, teleported you to Abaelun Mine.
  • Fixed an issue where 'bk_pillowinvoice' (note) used the wrong icon.
  • Fixed some minor pathgrid issues.

Version 5.3Edit

Morrowind Rebirth [Main]

Morrowind Fixes

  • Fixed an issue where Ogrims wasn't in the daedric leveled lists (like all other daedra).
  • Fixed an issue where parts of the Dwemer Pauldron used an Ashland ground texture (!).


Morrowind Rebirth Fixes

  • Fixed an issue where Shortbow of Righteous Fire, Shortbow of Divine Lightning and Shortbow of Smiting had cast on strike enchantments, instead of cast on use enchantments.
  • Fixed an issue in Sorkvild's Journal, Volume II where Merelle is said to be located on an island to the north, when she's actually on an island to the south.
  • Fixed an issue where a note related to the Tribunal quest "Evidence of Conspiracy" was buried inside a desk, making it impossible to complete the quest.
  • Fixed an issue where the door to Chun-Ook Cabin, Ebonheart, teleported you to into the worldspace next to the cabin instead of into the cabin.
  • Fixed an issue where Balamus Indaren's corpse would sometimes disapear, and thus making it impossible to get hold of the Black Pearl Amulet.
  • Fixed an issue where you could access the living space of Dunmer Delicacies during certain hours. It was intended to be locked at all times.
  • Fixed an issue where Cinia Urtius didn't offer training. She was added in a previous update, but the box for training was unticked.
  • Fixed an issue where the Trollbone Pauldrons were positioned to close to the players head, and would clip into the helm/cuirass.
  • Fixed an issue where Lirielle Stoine in The Rat The Pot, Ald'Ruhn, sold more than picks and probes as supposed to.
  • Fixed an issue where the Roobrush ingredient used a model that didn't match the look of the Roobrush bush.
  • Fixed an issue where the Chokeweed ingredient used a model that didn't match the look of the Chokeweed.
  • Fixed issues in Urshilaku Burial chambers where several valueable objects were hidden inside geometry.
  • Fixed an issue where a fountain in Balmora's Manor district didn't produce any water sound effect.
  • Fixed an issue where Rinison's home was named "Rinson's House", when it should be 'Rinson's Shack'.
  • Fixed an issue where the book Blacksmithing Tools had an image of tools not present in Rebirth.
  • Fixed an issue where the Boiled Netch Leather pauldrons didn't have an upper arm model.
  • Fixed an issue where Frinnius Posuceius was missing from the Dren Plantation.
  • Fixed an issue where the Trollbone Pauldrons didn't have an upper arm model.
  • Fixed an issue where parts of the magic circle in Guild of Mages, Ald'Ruhn was missing.
  • Fixed an issue where the blade of the artifact 'Sacrifice' was facing the wrong way.
  • Fixed an issue where Arrow of God's Fire/Frost/Shock was set as weapon type "Bolt"
  • Fixed an issue where Bolt of God's Fire/Frost/Shock was set as weapon type "Arrow".
  • Fixed an issue where you couldn't access the lower level in Ald Redaynia, Tower.
  • Fixed an issue with a misplaced door near Arvel Plantation.
  • Fixed pathgrid issues.
  • Fixed typos.


Morrowind Rebirth Changes

  • Service providers (traders, smiths, pawnbrokers etc) will no longer outright attack if you happen to steal an item of little worth, although they will attack you if you keep stealing.
  • Many Dreamers now have a unique appearance, apparel and equipment. Also added more varied clothing and weaponry to the cloned Dreamers.
  • Removed the Swamp Troll due to its animation being completely broken at times. Troll Slime has also been removed due to this change.
  • Many vendors now have larger quantities of ingredients for sale. Additionally the more common ingredients will now restock.
  • Reimplemented the enchantments for bound weapons and armor. Some changes have been done to the enchantments as well.
  • Added more bloatspores to caves, plus increased the chance of bloatspores holding bloat from 25 % to 75 %.
  • Increased the mercantile skill for some service providers that were not covered by previous updates.
  • You can now buy additional Hospitality Papers from Angaredhel using the usual barter method.
  • Added keys that unlock the main gates of Balmora, Suran, Ald'ruhn and Caldera.
  • You can now travel from Tel Fyr to Tel Aruhn, and the other way around.
  • Orvas Dren's Bedroom has been greatly expanded to match his importance.
  • Damage Health is now available for spellmaking and enchantning.
  • Absorb Health is now available for spellmaking and enchatning.
  • Frost spells now have the same "travel speed" as other spells.
  • Guards are now more likely to wear helmets.
  • Added armor joints to several armors.
  • Many vendors now have more money.
  • A MASSIVE amount of landscape fixes and improvements.


Morrowind Rebirth Additions

  • The ashland region located between Seyda Neen and Hla Oad has been reworked and now features a small system of wooden bridges making it easier to traverse.
  • The gatehouses of Caldera, Balmora, Ald'Ruhn and Suran have been reworked and refitted with new gates and defensive fortifications.
  • The route between Pelagiad and Dren Plantation has been reworked and now looks somewhat like vanilla, but refreshed.
  • The Hawkmoth Legion Garrison has recieved a small overhaul, making the interior more detailed and lively.
  • Reworked large areas of Red Mountain. Example: The old lava rivers now reach all the way up to the summit.
  • Made several changes to Ald Redaynia to make it feel less organized.

Suran Overhaul

  • Major changes to Suran, mainly the upper district which is now closer to the vanilla layout.
  • The rope bridge near Suran has been replaced with a stone bridge.
  • Minor changes here and there.

Ghostgate Overhaul

  • A new section has been added to the Ghostgate, including a new guardtower, shelter for Temple pilgrims, and a small Inn.
  • The area around Ghostgate has been reworked somewhat to accomodate to the changes above.

Dagoth Ur Entrance Overhaul

  • A complete overhaul of the entrance to Dagoth Ur.

Seyda Neen Lighthouse Overhaul + Seyda Neen changes

  • The lighthouse of Seyda Neen is now situated on an island, connected by a bridge. It's also placed on a higher elevation, allowing its light to be seen from further away.
  • The entrance to Addamasartus can no longer be seen from Seyda Neen, meaning that smuggling activities doesn't have to be done in plain sight.
  • Gorvas Vules Tower has been moved from its previous location, and is now overlooking the town from a small hill.
  • Minor changes here and there.

Vivec Entrance Overhaul

  • A major rework of the Entrance area, including better defences, a somewhat organic layout, and more varied housing.

Fort Moonmoth Overhaul

  • A rather major rework of the fort and the area surrounding it. As a bonus the exterior now somewhat matches the interior space.

Fort Ashmoth Overhaul

  • A rather major rework of the fort and the area surronding it.

Balmora Temple Overhaul + Balmora changes

  • A large amount of changes to the Manor District, making it flow along the hillside, plus a grand entrance to the Hlaalu Council Manor.
  • A large amount of changes to the docks, making the docking area larger to allow for more goods and ships.
  • A complete rework of the Balmora Temple exterior, which now overlooks the city.
  • Reduced the amount of performance-heavy statics in Balmora.
  • Minor changes here and there.

Gnisis Lighthouse

  • A makeshift lighthouse has been placed just north of Gnisis. The area around it has also been reworked quite extensivly.

Sadrith Mora landscape rework

  • A fairly large amount of changes to the landscape in and around Sadrith Mora.

New Weapons

  • Daedric Broadsword

New Magic Weapons

  • Shadowstring (Longbow)
  • Steelheart (Battleaxe)
  • Bonedancer (Staff)
  • Slicer (Claymore)
  • Impaler (Saber)

New Artifacts/Uniques

  • Spinecrusher (This was meant to go live last update, but I somehow forgot to place it in the gameworld).
  • Champion's Hide

New Apparatus

  • Orvas Dren's Skooma Pipe


Balance

Enchantments

  • Trebonius' Robe enchantment:

- Resist Paralysis 20-20 on Self (New effect).

Spells (base cost)

  • Feather base cost from 0.4 to 0.3.
  • Reflect base cost from 0.7 to 0.6.


Graphics

  • Glow-maps have been added to all candles and campfires, and emissive glow have been added to all fires and sparks. Credit goes to 'SpaceDevo' for the work.
  • Most trees, ships and some Hlaalu architectural pieces have been optimized for better performance. Credit goes to 'SpaceDevo' for the work.
  • New icons for Corprus Weeping, Pearl, Void Salts, Wind Salts, Void Essence, Swamp Slime, Telvanni Resin, Nether Salts and many others.
  • New icon for the Boots of Blinding Speed.
  • New icon for the Dwemer Dagger.
  • New icon for Helseth's Amulet.
  • New icon and texture for Human Eye.
  • New icon and texture for Human Heart.
  • New icon and texture for Dreugh Warlord's Cuirass.
  • New models for Wind Salts, Neather Salts and Telvanni Resin.
  • New models for various pieces of the Trollbone Armor.
  • New models for various pieces of the Indoril Armor.
  • New model and icon for Temple Robe of the Patriarch.
  • New model and icon for the Dwemer Towershield.
  • New model and icon for the Adamantium Longbow.
  • New model and icon for the Ebony Longbow.
  • New model and icon for Auriel's Bow.
  • New model and icon for Frostsong.
  • New model, icon and texture for Human Flesh.
  • Hundreds of various minor mesh/texture edits.


Morrowind Rebirth - Birthsigns [Addon]

The Ritual

  • Blessed Touch magnitude from 25-25 to 100-100.
  • Blessed Word magnitude from 25-25 to 100-100.


Morrowind Rebirth - Game Settings [Addon]

  • The idle chance for NPCs playing an animation have been restored back to vanilla values. In Rebirth these animations were a bit too common (fIdleChanceMultiplier).
  • The travel speed of spells have been reduced somewhat (fTargetSpellMaxSpeed from 2250 to 2000).


Misc

  • Updated the readme to contain detailed info regarding the addons.
  • Updated the credits-list.


Version 5.2.1Edit

Morrowind Rebirth [Main]

Morrowind Rebirth Fixes

  • Fixed an issue where two doors inside the Imperial Legion Barracks & Coast Guard station, Seyda Neen, would teleport you to the wrong locations.
  • Fixed a potential issue in Ald'Ruhn, Guild of Mages, where the Mages' Circle would in some cases clip with the ashpit below.
  • Fixed issues where 5 scripts (related to the buyable player-homes) wasn't ended properly.
  • Fixed an issue where the Scroll of Eighth Barrier had an magnitude of 80 instead of 40.
  • Fixed an issue where the Scroll of Seventh Barrier had an magnitude of 70 instead of 35.
  • Fixed an issue where the Earth Atronach didn't count as Daedra.
  • Fixed an issue where four types of Dremora didn't use the Dremora soundset.
  • Fixed an issue where Kurog's Visage didn't have a proper ground model.
  • Fixed an issue where urns would only contain loot such as arrows or bolts.
  • Fixed an issue where Ri'Shajirr was doubled.


Morrowind Rebirth Changes

  • Increased the level of many important NPCs and unique creatures.
  • Frenzy Humanoid is now available for spellmaking and enchanting.
  • Command Creature is now available for spellmaking and enchanting.
  • Command Humanoid is now available for spellmaking and enchanting.
  • Invisibility is now available for spellmaking.
  • Minor landscape changes here and there.

New Creature

  • Swamp Scrib


Balance

Spells (general)

  • All Frenzy spells have had their duration changed from 5 to 1.

Spells (base cost)

  • The base cost increase of bound weapons/armor-spells in 5.2 have been dialed back by 1 point.
  • Frenzy Creature base cost from 1.5 to 4.
  • Frenzy Humanoid base cost from 2 to 8.
  • Command Humanoid base cost from 3 to 1.5.
  • Command Creature base cost from 3 to 1.5.

Creatures I enjoy challenging games, games where you have to plan ahead before venturing out in the wilderness. Morrowind has never been such a game, not really. After a painful start you'd become somewhat of an demigod, and could easily dispatch all opposition, creatures and NPCs alike. Rebirth changes that and alters the way you play, and heavily so. With that said I've recently reviewed the changes made throughout the years, and I've come to the conclusion that combating some of the creatures in Rebirth is not fun. They are either spongebobs or unrewarding (unlike vanilla where some usually drop great loot), and they keep spawning throughout a playthrough. There is really nothing special about them, so the incentive to pick a fight is rather low. My belief has only grown stronger after watching dozens upon dozens of Let's Plays. A majority seem to struggle with the changes, and some outright quit playing. I'm aware that a selected few have enjoyed the hardcore feel, but I hope that with the changes below we can reach a middle ground. Mind you there are some minor buffs in the list too :-)

  • Corprus Stalker health from 125 to 100.
  • Lame Corprus health from 150 to 125.
  • Ash Slave health from 175 to 150.
  • Ash Zombie health from 225 to 200.
  • Ash Ghoul health from 300 to 250 (Does not apply to Dagoths').
  • Ascended Sleeper health from 500 to 400.
  • Ascended Sleeper health from 500 to 450 (Dagoths').
  • Winged Twilight health from 350 to 325.
  • Golden Saint health from 400 to 350.
  • Fire Guardian health from 250 to 200.
  • Frost Guardian health from 250 to 200.
  • Lightning Guardian health from 250 to 200.
  • Lich health from 400 to 350.
  • Profane Acolyte health from 450 to 400.
  • Dremora health from 250 to 200.
  • Dremora Archer health from 250 to 200.
  • War Durzog health from 400 to 300.
  • Durzog health from 300 to 200.
  • Frost Atronach health from 125 to 150.
  • Storm Atronach health from 250 to 200.
  • Earth Atronach health from 300 to 250.
  • Jotun Warrior health from 550 to 500.
  • Jotun Berserker health from 550 to 450.
  • Hill Giant health from 650 to 550.
  • Frost Monarch health from 600 to 500.
  • Ogrim health from 300 to 250.
  • Ogrim Titan health from 400 to 350.
  • Advanced Steam Centurion health from 400 to 300.
  • Centurion Giant health from 1250 to 1000.
  • Kwama Queen health from 50/68 to 100.


Graphics

  • Voidguard now uses a better fitting model and texture.
  • New model for the spinningwheel.
  • Various minor mesh/texture edits.


Morrowind Rebirth - Game Settings [Addon]

  • Lockpicking is now somewhat easier (fpicklockmult from -1.25 to -1). The previous setting value coupled with the changes to lockpick quality in the Tools [Addon] made it unfairly difficult to pick locks.

Version 5.2Edit

Morrowind Rebirth [Main]

Morrowind Fixes

  • Fixed an issue where Saruse Hloran in Vivec, Redoran Plaza, had 20 Chitin Shortbows, and 1 Chitin Arrow. Probably should have been be the other way around.
  • Fixed an issue where it was illegal to rest in the bed inside Sethan's Tradehouse, even though you've rented it.


Morrowind Rebirth Fixes

  • Fixed an issue where the master trainer for sneak, Ri'Shajirr, was replaced by a custom NPC with the same name but with a different ID. This caused issues especially for players that used LGNPC Secret Masters.
  • Fixed an issue where several traders added by Morrowind Rebirth were set as the wrong trader class. This made them indiffrent to contraband such as moon sugar and skooma, and screwed up their list of topics.
  • Fixed an issue where Trebonius would T-pose in OpenMW due to some issues with his robe. This is a temporary fix, since the fix also introduces some visible gaps in the sleeves.
  • Fixed issues where the texture paths for the Draugr Berserker and Draugr Deathlord were wrong. Additionally added some textures that were missing from the archive.
  • Fixed an issue where four wooden staffs inside The Scribbled Scroll, Balmora, would bleed into the counter instead of hanging on the hooks above.
  • Fixed the 'destination' topic descriptons for all Gondoliers' in Vivec. They were no longer accurate due to the changes made in Rebirth.
  • Fixed an issue where you'd get only 1 arrow or bolt when looting urns. Additionally urns are less likely to hold arrows and bolts.
  • Fixed an issue where the Swamp Troll had badly rigged vertices, which resulted in artifacts when it was moving and attacking.
  • Fixed an issue where one Ashlander Shield icon was not working correctly due to being saved in the wrong format.
  • Fixed the 'specific place' topic for Ebonheart. It was no longer accurate due to the changes made in Rebirth.
  • Fixed the 'specific place' topic for Suran. It was no longer accurate due to the changes made in Rebirth.
  • Fixed an issue where the Voidwalker Boots would float in the air when trying to place them on the ground.
  • Fixed an issue where the Chitin Throwing Knife was floating slightly above the players hand.
  • Fixed the 'Argonian Mission' topic. It was no longer accurate due to the changes made in Rebirth.
  • Fixed the 'Skyrim Mission' topic. It was no longer accurate due to the changes made in Rebirth.
  • Fixed an issue where the Daedric statue of Mehrunes Dagon was missing from Ularradallaku, Shrine.
  • Fixed an issue where cursed Raw Ebony Ore didn't prompt a service refusal.
  • Fixed an issue where Cassius, the shipaster in Seyda Neen, would sometimes fall into the water.
  • Fixed an issue where the Ring of Blind Faith was categorized as an amulet instead of a ring.
  • Fixed an issue where the Third Barrier enchantment had a magnitude of 30-30 instad of 15-15.
  • Fixed some cases where slaves added by Rebirth had no slavescript attached to them.
  • Fixed an issue where Ajira offered training way beyond what she was supposed to.
  • Fixed an issue where the Centurion Overlord was too large to fit through doorways.
  • Fixed issues inside Bthusal where you could see through walls and into the worldspace.
  • Fixed an issue where you couldn't enter the first floor to the The Razor Hole in Balmora due to an attached script.
  • Fixed an issue where you couldn't use a tower door in Wolverine Hall due to an attached script.
  • Fixed an issue where you couldn't enter Marcellus' Windmill in Caldera due to an attached script.
  • Fixed a floating column inside Valas Ancestral Tomb.
  • Fixed broken pathgrids.


Morrowind Rebirth Changes

  • If your disposition sinks below 15 towards an NPC and you fail to bribe, admire, taunt or intimidate, the NPC will now force a goodbye. Previously you could just keep on clicking, without a proper response.
  • The hunger inside Sarano Ancestral Tomb is now hostile by nature. This will prevent issues where it would be difficult to locate it due to being almost invisible when not in an aggressive state.
  • The base cost of pre-made spells now have the same cost as if they were autocalculated, meaning they won't be cheaper or more expensive than identical spells that you make yourself.
  • Added more varities of the regular dremora. Now they won't always equip a Bound Spear, but also Bound Dagger, Bound Longsword, Bound Mace and Bound Battleaxe.
  • The Imperial Chapels interior in Ebonheart now somewhat matches the exterior. Previously the interior space was MUCH larger than the exterior building.
  • Reduced the amount of light emitted from Storm, Frost and Earth-Atronachs. Fire Atronarchs are unchanged due to the nature of their element.
  • Reduced the amount of light emitted from summons. Additionally the color of the light now matches that of conjuration spell effects.
  • Various business owners in Sadrith Mora will now deny services unless you have acquired a set of Hospitality Papers, or is a member of House Telvanni.
  • Dunmer that are part of the Twin Lamps, or the Imperial Legion will no longer say "Where is that slave? Not here long ago".
  • Made Ashlander heads and hair-styles playable. Some are rather wonky looking, but thought some might find them interesting.
  • Some Daedra now have a small chance to spawn near Telvanni settlements in the Grazelands.
  • Vala Catraso and Letreius Muco are now both part of the Imperial Cult.
  • Traders will no longer refuse services if you're carrying Ghoul Hearts.
  • The rats inside Vivec, Arena Storage, will no longer respawn.
  • The 'Package to Caius Cosades' is now actually a package, and not a simple note.
  • Added supply chests to Imperial Cult Chapels, Tribunal Temples, Thieves Guild hideouts and Morag Tong Guild Halls.
  • Added Mages Guild Supply Chest to the Guild of Mages in Pelagiad.
  • Many ingredients are now lighter, especially flowers, berries and similar ingredients.
  • A Daedric Longbow can again be found inside Daedric Longbow Maelkashishi, Forgotten Galleries.
  • Weapon Sheathe support for the Ebony Katana, and Last Wish. (Thanks to Lanjane for the models)
  • Added unique enchantments to Velothian, Velothi's and Veloth's shields.
  • Added unique enchantments to Holy shields.
  • Added unique enchantments to Blessed shields.
  • Added unique enchantment to Succour of Indoril.
  • The White Guar now counts as a unique soul (can be used for CE enchanting).
  • Gondoliers now equip torches at night, like other transport NPCs.
  • Skeletons now wield a larger variety of shields and weapons.
  • Most scrolls are now somewhat cheaper.
  • Landscape fixes and improvements.


Morrowind Rebirth Additions

  • Minor cosmetic changes in Suran.

Gnisis Overhaul

  • A rather major visual overhaul of the mining town of Gnisis. While this overhaul doesn't add much in terms of "new stuff" it completely changes the landscape in and surrounding Gnisis.


Seyda Neen Overhaul

  • A somewhat major overhaul of Seyda Neen, making it feel more like a fishing village/port. This overhaul also includes a new headquarters for the coast guard (mentioned in vanilla dialogue), which also serves as the barracks for the Imperial Legionaries stationed in Seyda Neen. As a bonus performance should be better, too.


New Magic Armor

  • Velothian Tower Shield
  • Velothi's Tower Shield

New Artifacts/Uniques

  • St. Meris Shield of Serenity

New Ingredient

  • White Guar Hide


Balance

Potions

  • Restore Fatigue: Bargain magnitude from 2 to 4.
  • Restore Fatigue: Cheap magnutide from 4 to 8.
  • Restore Fatigue: Standard magnitude from 6 to 12.
  • Restore Fatigue: Quality magnutide from 8 to 16.
  • Restore Fatigue: Exclusive magnitude from 10 to 20.
  • Restore Fatigue: Bargain cost unchanged (10).
  • Restore Fatigue: Cheap cost unchanged (20).
  • Restore Fatigue: Standard cost from 40 to 30.
  • Restore Fatigue: Quality cost from 60 to 40.
  • Restore Fatigue: Exclusive cost from 80 to 50.

Spells (general)

  • Regenerate [Ability] Restore Health magnitude from 2-4 to 1-2.

- This ability is mostly used by 6th House creatures, and some Daedra. This change should make these creatures less of a nuisance to fight.

  • Noise duration duration from 30 to 15 seconds.
  • Noise: Strong duration from 30 to 15 seconds.
  • Noise: Great duration from 30 to 15 seconds.
  • Noise: Strong duration from 30 to 15 seconds.

- Sound is quite a powerful effect, and costly at that. The changes to duration (30 seconds made it too costly tbh), coupled with the base cost change should make sound-spells like Noise worth using.

Spells (base cost)

  • Increased the base cost of all bound weapons/armor by 2 points.
  • Restore Fatigue base cost from 4 to 3.
  • Sound base cost from 0.5 to 0.4.
  • Calm Creature base cost from 3 to 1.5
  • Calm Humanoid base cost from 3 to 2.
  • Demoralize Creature base cost from 1.0 to 0.75.
  • Demoralize Humanoid base cost from 0.75 to 1.
  • Frenzy Creature base cost from 1 to 1.5
  • Telekinesis base cost from 2 to 4.

Creatures

  • Gateway Haunt soul value from 280 to 400.
  • Ancestor Ghost soul value from 100 to 50.
  • Electric Slaughterfish speed from 50 to 45.
  • Blind Slaughterfish speed from 50 to 45.
  • Slaughtershark speed from 40 to 25.

Armor

  • Imperial Newtscale Cuirass armor rating from 10 to 12.
  • Dark Brotherhood armor rating from 20 to 25.


Graphics

  • Hundreds of various minor mesh/texture edits.

Examples: - Fixed an issue where textures didn't line up on the head of the Scrib. - Fixed an issue where the 'lips' of the guar were horribly streched. - Fixed a horrible UV issue on the stem of the comberry bush.

  • The Dwemer Pauldrons and Boots are now less bulky.

Misc

  • I've gone through all vanilla artifacts, and a majority of them have recieved buffs (enchantments).


Morrowind Rebirth - Mercenaries [Addon]

  • The Nord 'Simon the Brave have been renamed to something more fitting (Hjornskar Long-Tooth).


Morrowind Rebirth - Game Settings [Addon]

  • Your lowest odds of success using any speechcraft action will now be 30 %, up from 25 %.
  • Fatigue drain per attack changed from 2 points to 3 points.
  • Reduced the damage output from elemental shields by 25 %.
  • NPCs will now be somewhat more open to greet you.
  • NPCs will no longer get super close to you when using hand-to-hand.


Morrowind Rebirth - Skills [Addon]

  • Failed persuasion now grants 0.10 points towards a level-up in speechcraft, up from 0.


Morrowind Rebirth - Tools [Addon]

  • Repair Prongs cost from 10 to 15.
  • Bent Probe cost from 10 to 15.


Morrowind Patch Project v1.6.6 [For Rebirth]

  • Fixed several cases of bad dialogue filtering (including the Solstheim fix already present in Morrowind Rebirth [Main]).
  • The bounty for stealing artifacts from the Mournhold Museum now matches the values of the artifacts in Rebirth.
  • The payment you get for selling artifacts to the Mournhold Museum now matches what you get in Rebirth.
  • Implemented topic changes made in Morrowind Rebirth [Main].


Siege at Firemoth [For Rebirth]

  • Grurn is now less of a powerhouse and deals less damage, have less health and magicka regeneration.
  • Grurn now counts as a unique soul (can be used for CE enchanting).
  • The Ward of Akavir base stats now matches the Dragonscale Towershield in Morrowind Rebirth [Main].


Misc

  • Added more info to the readme.

Version 5.1.1Edit

Hey guys. The last update didn't go very well, and was plagued by bugs and issues. I didn't mean for this to happen (obviously), but the combination of lack of testing, stress, and some broken models are some of the reasons behind the mess. Sadly things like this can happen when developing a large modification, but I guess I'm not used to failure, hence this post.With that said I hope this update will fix the issues, but do let me know if I'm mistaken.

Morrowind Rebirth Fixes

  • Fixed issues where some tomb walls were messed up, leaving huge gaps into the worldspace beyond (if you still have issues please remove 'in_v_l_int_corner_01' from data files/meshes/i).
  • Fixed an issue where the right Ebony Pauldron was refered to as Ebony Pauldron: Left.
  • Fixed issues with messed up Dunmer Strongholds (if you still have issues please remove "ex_stronghold_fort01" from data files/meshes/x).
  • Fixed an issue where you could not enter Bthusal.
  • Fixed several cosmetic issues inside Fort Darius.
  • Fixed a floating tree near Seyda Neen.

Graphics

  • New models for all shields, including the custom ones in Rebirth.
  • New models for some armor pieces.

Version 5.1Edit

Morrowind Rebirth [Main]

Morrowind Fixes

  • Fixed issues where Dagoth Uthol, Dagoth Tureynul, and Dagoth Geres had no AI-packages, meaning for example that they wouldn't move around, nor use their idle animations when not in combat.

Morrowind Rebirth Fixes

  • Fixed an issue where you'd get full value from selling artifacts to the Mournhold Museum. This change was reserved for the LITE version. Additionally you'll now get 50 % of the value of the artifacts when selling, instead of 10 %.
  • Fixed issues where bounties recieved from stealing artifacts from the Mournhold Museum didn't correspond to the new values of the artifacts.
  • Fixed an issue where you could not unlock the door to Vassir-Didanat Mine due to some, yet unknown bug. The door is thus no longer locked, but is trapped with a powerful spell.
  • Fixed an issue where enchanted marksman projectiles found in containers spawned several different projectiles of a random type, instead of a batch of a random type.
  • Fixed an issue where Medila Indaren didn't have her Weakness to Common Disease spell available for sale (Made it unecessarily difficult to become a Vampire).
  • Fixed an issue where Eiruki Hearth-Healer and Briring, Skyrim Mission Ebonheart, didn't wear parts of their armor due to incorrect stats.
  • Fixed an issue where Ghost of Mansilamat Vabdas and Variner's Ghost didn't count as unique souls (for CE-enchanting).
  • Fixed an issue where the barrel holding the "Blood of the Quarra Masters" was missing from Druscashti, Lower Level.
  • Fixed an issue where the 'Fungai Hill' topic contained conflicting information regarding the price of the home.
  • Fixed an issue where the note in front of St.Valas skull didn't display any text due to bad formatting.
  • Fixed an issue where you could access an area in Valenren Valley that wasn't supposed to be explorable.
  • Fixed an issue where a web inside Abandoned Windmill in Caldera made it difficult to activate the door.
  • Fixed an issue where Skink-In-Tree's-Shade would offer training in Short blade instead of Enchanting.
  • Fixed an issue where Mertis Falandas was no longer the master trainer in Spear due to messed up stats.
  • Fixed an issue where the Diseased Nix-Hound and Domesticated Shalk weren't using the correct sounds.
  • Fixed an issue where the hilt/guard of the Dwemer Dagger wasn't properly connected to the blade.
  • Fixed an issue where some small details on the Dwemer Helm wasn't properly attached to the helm.
  • Fixed an issue where Plague Bears had the wrong fight value, causing them to always be neutral.
  • Fixed an issue where Treras Llethro, Kahnud Temple, would give out duties when he shouldn't.
  • Fixed an issue where Sanguine Glove of Swiftblade was named Sanguine Ring of Swiftblade.
  • Fixed an issue where the outhouse in Balmora was linked to the outhouse in Suran.
  • Fixed an issue where Dagoth Mendras had a double in Endusal Kagrenac's Study.
  • Fixed pathgrid issues in various areas.
  • Fixed various typos.


Morrowind Rebirth Changes

  • The large bridge in Gnisis has been moved just south of Fort Darius. It didn't make sense for the bridge to be situated where it was, as the fort would be useless as a defensive fortifiction.
  • Grand soul gems are now somewhat more common, and can usually be bought from enchanters or found in some chests (they are still finite though).
  • Added notes to all player home doors, detailing whom you have to talk to in order to buy a home.
  • Cinia Urtius, the master trainer in Medium Armor, can now be found at the docks in Tel Fyr.
  • Shops now open at 6.am and closes at 10.pm, thus following the same pattern as city gates.
  • Urns inside Tombs will no longer hold loot such as lockpicks, probes and repair items.
  • Skink's Amulet now has a constant effect enchantment with 10 % reflect.
  • Moved the Shrine of the Tribunal inside Fort Darius to the Gnisis Temple.
  • Moved the Evidence Chest inside Wolverine Hall, Fighters Guild to the Imperial Legion quarters.
  • Landscape changes and improvements.


Morrowind Rebirth Additions

  • Added an interior to Meralven Hleran's House, Pelagiad.
  • Added a lot more clutter to Ghorak Manor, Caldera.

Ebonheart Overhaul Yet another overhaul for Ebonheart adding more detailing like, houses, shops and clutter, making the city less empty and stale. A drawbridge was also added for the castle itself, and some decorative elements have been added to the main entrance. There are also some new areas added to old content.

Bthusal A massive Dwemer ruin to the Molag Amur region, close to Lake Nabia. Inside you'll find the usual Dwemer content, but also a two new artifacts.

Fort Darius Overhaul An overhaul of a part of the fort. This overhaul includes a new sleeping/general quarter for the legionaries, a jail cell, armory/storage and a toilet.

Ancestral Tombs Overhaul

  • An work in progress overhaul to expand or improve most of the tombs on Vvardenfell. This overhaul includes for example new areas, new loot and misc items. Note that not all tombs have been expanded

as some are large enough, and were only in need of cluttering. As of now the following Tombs have been overhauled: - Alen Ancestral Tomb (v 4.4) - Andalen Ancestral Tomb (v 4.4) - Andalor Ancestral Tomb (v 4.4) - Andas Ancestral Tomb (v 4.4) - Andavel Ancestral Tomb (v 4.4) - Andrano Ancestral Tomb (v 4.4) - Andrethi Ancestral Tomb (v 4.4) - Andules Ancestral Tomb (v 4.4) - Aralen Ancestral Tomb (v 4.4) - Falas Ancestral Tomb (v 4.4) - Ginith Ancestral Tomb (v 4.8) - Llervu Ancestral Tomb (v 4.8) - Othrelas Ancestral Tomb (v 4.8) - Releth Ancestral Tomb (v 4.8) - Samarys Ancestral Tomb (v 4.8) - Seran Ancestral Tomb (v 4.8) - Salothan Ancestral Tomb (v 4.8) - Tharys Ancestral Tomb (v 4.8) - Thelas Ancestral Tomb (v 4.8) - Thiralas Ancestral Tomb (v 4.8) - Rotheran Ancestral Tomb (v 5.1) - Indaren Ancestral Tomb (v 5.1) - Helan Ancestral Tomb (v 5.1) - Hlervi Ancestral Tomb (v 5.1) - Drethan Ancestral Tomb (v 5.1)

New Enchanted Weapons

  • Slasher (Dwemer Longsword)
  • Shredder (Silver Battle Axe)
  • Corrupter (Silver Sabre)
  • Purifier (Imperial Longsword)
  • Innocence (Silver Staff)
  • Shadow Walker (Dwemer Dagger)
  • Soulblighter (Glass Spear)
  • Disruptor (Silver Spear)

New Armor

  • Cephalopod Cuirass

New Artifacts/Uniques

  • Pathfinder's Boots (Boots)
  • Nchunak's Wall (Shield)
  • Spinecrusher (Mace)
  • Anguish (Sword)

New Spells

  • Frenzy Humanoid: Strong (50-50)
  • Frenzy Humanoid: Great (75-75)
  • Frenzy Humanoid: Wild (100-100)
  • Frenzy Creature: Strong (50-50)
  • Frenzy Creature: Great (75-75)
  • Frenzy Creature: Wild (100-100)


Balance

Potions

  • Potion of Water Breathing duration from 15 seconds to 30 seconds.
  • Potion of Water Walking duration from 15 seconds to 30 seconds.
  • Feather: Bargain magnitude from 25 to 10.
  • Feather: Cheap magnitude from 50 to 20.
  • Feather: Standard magnitude from 75 to 30.
  • Feather: Quality magnitude from 100 to 40.
  • Feather: Exclusive magnitude from 125 to 50.

Spells (general)

  • Feather magnitude from 25 to 20.
  • Feather: Strong magnitude from 50 to 30.
  • Feather: Great magnitude from 75 to 40.
  • Feather: Wild magnitude from 100 to 50.
  • Feather duration from 60 to 30 (to balance the increased base cost of the spell).
  • Feather: Strong duration from 60 to 30 (to balance the increased base cost of the spell).
  • Feather: Great duration from 60 to 30 (to balance the increased base cost of the spell).
  • Feather: Wild duration from 60 to 30 (to balance the increased base cost of the spell).
  • Command Humanoid magnitude from 5 to 10.
  • Command Humanoid: Strong magnitude from 10 to 15.
  • Command Humanoid: Great magnitude from 15 to 20.
  • Command Humanoid: Wild magnitude from 20 to 25.
  • Command Creature: Weak magnitude from 1-5 to 5.
  • Command Creature magnitude from 5 to 10.
  • Command Creature: Strong magnitude from 10 to 15.
  • Command Creature: Great magnitude from 15 to 20.
  • Command Creature: Wild magnitude from 20 to 25.
  • Frenzy Creature magnitude from 20 to 25.
  • Frenzy Humanoid magnitude from 20 to 25.
  • Frenzying Touch: Creature magnitude from 10-25 to 25-50.
  • Frenzying Touch: Humanoid magnitude from 10-25 to 25-50.

Spells (base cost)

  • Fortify Attribute base cost from 0.6 to 1.0
  • Restore Health base cost from 13 to 10.
  • Water Breathing base cost from 8 to 4.
  • Water Walking base cost from 8 to 6.
  • Swift Swim base cost from 0.8 to 0.5.
  • Sanctuary base cost from 0.6 to 0.8.
  • Feather base cost from 0.1 to 0.4.
  • Open base cost from 12 to 10.

Misc

  • The soul value of several creatures have been tuned to 180 or below. This due to the fact that Grand Soul Gems are finite, and the capacity limit of the much more common Greater Soul Gem is 180.
  • The magnitude for barrier spells, scrolls and enchantments have been standardized.


Graphics

  • Hundreds of various minor mesh/texture edits.
  • New model for one of the Bitter Coast Trees.
  • New model for Karpal's Friend.
  • New model for Wind of Ahaz.
  • New texture and icon for Pilgrim's Lantern.
  • New texture and icon for The Watchman's Eye.
  • New texture and icon for Soul Drinker.

Morrowind Rebirth - Game Settings [Addon]

  • Removed the changes to iBlockMax, and iBlockMin which calculates the maximum/minumum chance of blocking. The changes didn't really turn out to be good for gameplay, and was more of an experimental change that shouldn't have passed testing.
  • Player made potions are once again 50 % less valueable compared to vanilla. This change was somehow removed from the plugin in a previous update.

Julan Ashlander Companion 2.02 [For Rebirth]

  • Fixed issues where some static objects like huts were floating above ground due to the landscape changes in Rebirth.

Version 5.0 Part 2Edit

Morrowind Rebirth [Main]

Morrowind Fixes

  • Renamed banners for several traders in Sadrith Mora that had banners with "Dunmer" (Dunmer Trader, Dunmer Weapons/Armor etc) in their name, even though none of the traders are Dunmer.
  • Fixed dozens of spawnpoints for sea-critters that were either placed on land, in the air, below ground or inside geometry.

Morrowind Rebirth Fixes

  • Fixed an issue where Hallfred, located in Berandas Keep Bottom level, wasn't set to have 0 health. He was intended to be dead, and thus had no fight, flee, alarm or hello-data.
  • Fixed an issue where the legs on the candle 'Light_De_Candle_08' was set to use an alpha channel (transparent), even though the material was iron.
  • Fixed a potential issue with Bolvyn Venim where you were unable to win honorably against him in the Vivec Arena duel.
  • Fixed an issue where the Duke's Guard Boots and Duke's Guard Greaves had parts that were clipping badly with the body.
  • Fixed an issue where the glove Olaf's Fist had no wrist object attached to it, causing it to clip with the wrist.
  • Fixed an issue where Ababael Timsar-Dadisun mecantile skill was mistakenly changed from 100 to 60 (should be master trainer).
  • Fixed issues where the potion-label UVs were not aligned properly, and were therfore missing the golden metal details.
  • Fixed an issue where the enchantment for Stormkiss was set to 'cast on use' instead of 'cast when strikes'.
  • Fixed an issue where one of Kragh Blight-Heart's spells, Kragh's Bane, had several effects set to self instead of 'on touch'.
  • Fixed an issue where one of Dagoth Ur's spells, Curse of Dagoth, had effects that were set 'on self' instead of 'on touch'.
  • Fixed an issue where the size of Slaughersharks made them get stuck here and there. I've reduced the size from 1.8 to 1.4.
  • Fixed an issue where one part of the enchantment for the Madstone amulet was set 'on touch' instead of 'on self'.
  • Fixed an issue where the spell Elemental Shield had an effect that were set 'on touch' instead of 'on self'.
  • Fixed an issue where the spell Fortify Luck was set 'on touch' instead of 'on self'.
  • Fixed an issue where 'Key to Valas Ancestral Tomb' didn't actually unlock anything.
  • Fixed an issue where a forge in Tel Mora was almost completely buried in a rock.
  • Fixed an issue where the entrance to 'Shal' was partially covered by a rock.
  • Fixed an issue where the potion Spell Absorption: Exclusive used the wrong icon.
  • Fixed an issue where the potion Night-Eye: Exclusive used the wrong icon.
  • Fixed an issue where the potion Shadow: Standard used the wrong icon.
  • Fixed an issue where Potion of Telekinesis had no icon.
  • Fixed incorrect pathgrids.


Morrowind Rebirth Changes

  • The souls of Lustidrike, Kragh Blight-Heart, Baeragoth, The Udyrfrykte, Dagoth Velos, Dagoth Ganel, Dagoth Mulyn, Ghost of Kanit Ashurnisammis, Ghost of Galos Heleran, Dulk, Krish, The Swimmer and Draugr-Lord Aesliip now all count as grand, and can be used for constant effect enchanting. Note: The soul values for the previously mentioned creatures didn't follow the new system for enchanting that was introduced a few patches ago, where only unique creatures had souls good enough for CE-enchanting.
  • All potions have been rebalanced making most of them more useful (mainly the cheaper ones). For example a Fire Resistance: Bargain has gone from 5% for 8 seconds to 10% for 15 seconds, and a Feather: Bargain 5 pts for 8 secs to 25 pts for 15 seconds.
  • You'll now get the full price for selling artifacts to the Mournhold Museum. Additionally if you steal an artifact from the museum you'll get a matching bounty (previously you'd get a bounty based on the vanilla values).
  • Dozens of cheap and bargain potions were very difficult to come by due to ONLY being available in random-loot. I've added these potions to chests where it makes sense for them to be available.
  • Dwemer Chests are now more likely to hold Dwemer Bolts, Dwemer misc items and Dwemer Coins. This also means that they are less likely to be completely empty.
  • Added (or re-added) more Stoneflowers along Lake Amaya, since there were so few of them. Based on Ajira's description they should be quite common in that area.
  • Added (or re-added) interiors to Wolverine Hall guard towers, plus you can now reach the rampart using a new entrance.
  • Added more descriptive texts as to what kind of item you need when you want to mine for minerals or harvest muck.
  • Potions of Burden, Paralysis, and Silence have been removed from leveled-lists and will thus no longer appear as random loot.
  • You'll now have to get a bit closer to creatures such as Shalks, Foragers, Alits etc before they attack you.
  • The imperial tavern "The Silver Barrel" has been moved from its old location outside Khuul to Fort Buckmoth.
  • Travel Agents have been given a new class, "Travel Agent", and will now explain their trade in the "my trade" topic.
  • Nolus Atrius has been given a new class, "Magistrate", and now explains his trade in the "my trade" topic.
  • Mages Guild guides will now explain the requirements for using the Magic Circles.
  • Archer Targets can now be used for practice, in the same way as dummies.
  • Ashpits now act as containers, and have a chance to hold Gravedust.
  • Daedra Heart drop chance has been increased from 25 % to 50 %.
  • Dremora Archers are now less likely to run out of arrows.
  • Wickwheat Muffin now restores health instead of fatigue.


Morrowind Rebirth Additions

  • Added two bedrooms to the South Wall Cornerclub in Balmora. Previously there were no beds for members except for the one you could rent.
  • Reworked Dralasa Nithryon Shop in Balmora with more clutter and a bedroom where Dralasa can sleep.
  • Reworked Fadril's Shack in Seyda Neen with more living space and a bed for Fadril to sleep in.
  • Added the Secret Master's Lockpick and Secret Master's Probe to the gameworld.
  • Added a rather large bandit camp outside Ansi, Ascadian Isles.
  • Added Eleven new frescos to various areas such as tombs.
  • Added bettle-pens to Urshilaku Camp and Zainab Camp.
  • Minor visual changes to Mount Assarnibibi Shrine.
  • Minor visual changes to Vivec Entrance.
  • Minor visual changes to Pelagiad.
  • Minor visual changes to Ules Manor exterior.
  • Major visual changes to Omani Manor exterior.
  • Balmora - Labour Town District Overhaul

A large overhaul of the poor district of Balmora, also known as 'Labour Town'.

  • Molag Mar Overhaul

The open canton part of Molag Mar has recieved a complete overhaul, including a new tavern, a new trader, new houses, more clutter and npcs.

  • Vos Overhaul

A rather large overhaul of Vos and the surrounding landscape making the town less grid-like and the landscape more organic and natural looking.

  • Ald Velothi Overhaul

Another overhaul of the overhaul. I wasn't really happy with the previous iteration, so I decided to spice things up with more clutter and more detailing including a small, albeit semi-destroyed wall surrounding the settlement.

  • Caldera Mine Overhaul

A small overhaul of the area near the mine entrance, making it look like there is a mining operation going on.

  • Dunmer Strongholds Overhaul

Tons of clutter has been added to the exteriors of some Dunmer Strongholds. This overhaul covers the following ruins: - Hlormaren (5.0: Part 1) - Andasreth (5.0: Part 1) - Falasmaryon (5.0: Part 1) - Berandas (5.0: Part 1) - Telasero (5.0: Part 2)

  • Landscape tweaks

Over the years I've recieved feedback that various areas of the game look a bit flat compared to vanilla. With this update I've begun to remedy this issue, starting with The Ascadian Isles, and some areas around Seyda Neen, Caldera, Vos and Balmora. This will be an ongoing project, so expect to see more changes in the future.

  • Player home tweaks

Cost: - Caldera Darkstone Manor cost from 75.000 gold to 50.000. - Balmora River's Edge cost from 50.000 gold to 20.000. - Vivec Strider's Rest cost from 50.000 gold to 20.000. - Sadrith Mora Fungai Hill cost from 35.000 gold to 15.000. - Ald'Ruhn Arwin cost from 30.000 gold to 10.000 gold.

Mechanics: - You can no longer pick/break the locks of the player homes using lockpicks, magic or scrolls. You need the correct key provided to you by the real-estate agent.

  • Spell Tomes

You can now find 6 different Spell Tomes corresponding to the 6 Magic Schools in Morrowind: Alteration, Restoration, Mysticism, Conjuration, Destruction and Illusion. Each book will work like a scroll, and will be destroyed when used. The difference is that the bonuses of these tomes will last for 1000 in-game hours, meaning pretty much indefinitely. As for the bonuses each book will provide a 10 skill bonus to its respective school of magic.

New Enchanted Armor

  • Glimmering Helm
  • Fortuitous Hand
  • Vigorous Boots
  • Prismatic Greaves
  • Crimson Shield

New Armor

  • Imperial Roundshield
  • Golden Saint Shield
  • Silver Bracers

New Weapons

  • Chitin Throwing Knife
  • Daedric Field Arrow

New Artifact

  • Voidwalker

New Book

  • Netch Herder's Book of Jokes

New Drinks

  • Wickwheat Ale

New Creature

  • Diseased Nix-Hound

New Potions

  • Potion of Fortify Acrobatics
  • Potion of Fortify Alchemy
  • Potion of Fortify Alteration
  • Potion of Fortify Armorer
  • Potion of Fortify Athletics
  • Potion of Fortify Axe
  • Potion of Fortify Block
  • Potion of Fortify Blunt Weapon
  • Potion of Fortify Conjuration
  • Potion of Fortify Destruction
  • Potion of Fortify Enchant
  • Potion of Fortify Hand-to-Hand
  • Potion of Fortify Heavy Armor
  • Potion of Fortify Illusion
  • Potion of Fortify Light Armor
  • Potion of Fortify Long Blade
  • Potion of Fortify Marksman
  • Potion of Fortify Medium Armor
  • Potion of Fortify Mercantile
  • Potion of Fortify Mysticism
  • Potion of Fortify Restoration
  • Potion of Fortify Security
  • Potion of Fortify Short Blade
  • Potion of Fortify Sneak
  • Potion of Fortify Spear
  • Potion of Fortify Speechcraft
  • Shield: Bargain
  • Shield: Cheap
  • Shield: Standard
  • Shield: Quality
  • Shield: Exclusive
  • Paralysis Resistance: Bargain
  • Paralysis Resistance: Cheap
  • Paralysis Resistance: Standard
  • Paralysis Resistance: Quality
  • Paralysis Resistance: Exclusive

New Spells

  • Cure Companion Blight Disease
  • Cure Companion Common Disease
  • Cure Companion Paralysis
  • Cure Companion Poison


Balance

Creatures

  • Draugr Berserker speed from 22 to 40.
  • Draugr Deathlord speed from 22 to 40.
  • Centurion Giant speed from 50 to 75.
  • Slaughtershark speed from 50 to 40.
  • Golden Saint speed from 55 to 65.
  • Imperfect speed from 80 to 90.
  • Ash Slave speed from 30 to 75.
  • Ash Zombie speed from 35 to 65.
  • Ash Ghoul speed from 60 to 65.
  • Ash Scrib speed from 14 to 16.
  • Scrib speed from 12 to 16.

Weapons

  • Enamor now has an enchantment (Blind 20 points for 5 seconds on strike).

Armor

  • Stalhrim armor rating from from 55 to 60.

Spells (base cost)

  • Charm base cost from 4 to 3.


Graphics

  • General fixes and improvements to 100+ models.
  • General fixes and improvements to 100+ icons.

Note: The icons in Morrowind have always been pretty much all over the place. Most icons in the same categories are not tilting (not saying they have to, but weapons are especially bad) in the same direction, making it difficult to get a clear picture of the stuff you are looking for. For example axes generally tilt to the right, swords generally to the left, while some don't tilt at all. On top of that Rebirth includes a ton of new meshes for hundreds of items, making some icons not really representative of what they now look like. All in all I hope that the new icons make things a bit easier on the eyes, while also representing the actual look of the item behind it.

  • New model, icon and texture for Ring of the Hortator.
  • New model, icon and texture for Vampiric Ring.
  • New model, icon and texture for Ring of Khajiit.
  • New model, icon and texture for Akatosh's Ring.
  • New model and icon for Dahrk Mezalf's Ring.
  • New model and icon for Ring of the Wind.
  • New model and icon for Hilbongard's Hammer.
  • New model and icon for Sinyaramen's Potion.
  • New model and icon for Tsiya's Skooma Pipe.
  • New model and icon for Waters of Life.
  • New model and icon for Redas Chalice.
  • New model and icon for Love Potion.
  • New model and icon for Iron Longbow.
  • New texture and icon for Shortbow of Sanguine Sureflight.
  • New texture and icon for Conoon Chodala's Boots.
  • New texture and icon for Silver Lager.
  • New models for broken crates (+ new variations).
  • New leaves for Comberry Bushes.
  • New unique look for Dagoth Geres.


Morrowind Rebirth - Races [Addon]

  • Wood Elf

- One With Nature (Chameleon) magnitude from 50 to 25. - One With Nature (Chameleon) duration from 30 to 60.


Morrowind Rebirth - Mercenaries [Addon]

  • Some mercenaries have been given new equipment.


Morrowind Rebirth - Game Settings [Addon]

  • The minumum and maximum chance of blocking has been increased. This change will make blocking more common, while also making it more of a factor to be reckoned with at higher skill-levels.
  • You now have to somewhat face NPCs or creatures for a successful attack. This change will also make it far less likely that you'll ever hit friendlies.
  • You now have to somewhat face NPCs or creatures for a successful block.
  • Fatigue drain for running has been brought back to vanilla levels. Previously you could run pretty much forever without having to stop for a rest.
  • Critical strikes now deal 3x the normal damage instead of 4x the normal damage.
  • Attribute multipliers have been brought back to vanilla levels.
  • The speed of magic projectiles have been increased somewhat.
  • Enchanting items at a vendor is now 20 % cheaper.


Morrowind Rebirth - Skills [Addon]

  • Sucessfully picking a lock now gives you 2.5 points instead of 2.0 points towards a skill increase in Security.
  • Sucessfully disabling a trap now gives you 5 points instead of 3 points towards a skill increase in Security.


Morrowind Rebirth - Tools [Addon]

  • Repair hammers, probes and lockpicks are now somewhat more expensive.


Morrowind Patch Project v1.6.6 [For Rebirth]

  • Fixed an issue where Dark Brotherhood assassins spawned earlier than intended due 'Morrowind Patch Project 1.6.6 [For Rebirth].esm' changing the same script as Morrowind Rebirth [Main].
  • Fixed a couple of script issues, dialogue typos and incorrect filters.


Misc

  • Added a compatibility patch for 'Siege at Firemoth'.
  • Improved credit list.
  • Improved readme.

Version 5.0Edit

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!


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.


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.


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 Daedric Cuirass and Greaves you get from Therana as a reward for the Auriel's Bow quest are now called Therana's Daedric Cuirass and Therana's Daedric 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 6.am instead of 8.am, and will close 10 pm instead of 8.pm.
  • Low level NPCs in Dren Plantation will no longer wield Daedric/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.


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.
  • 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.

  • 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.

  • 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.

  • Seyda Outpost Reworked

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

  • 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.

  • 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.

  • 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.

  • 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 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

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


Balance

Creatures

  • 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.

Enchantments

  • 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.

Misc

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


Graphics

  • 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..


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.


Misc

  • 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.

Version 4.9 HotixEdit

  • Fixed an issue where Akulakhan does not crumble after destroying the heart (2019-02-12)
  • Fixed an issue where the duration for the Restore Intelligence spell was set to 30 instead of 1 (2019-02-12)
  • Fixed an issue where the Staada model was in the wrong folder, which in some cases could cause a crash to deskop (2019-02-09).
  • Fixed an issue where Gothren's Robe had no first person model (2019-01-29).
  • Fixed an issue where one archery target model was pointing to the wrong texture path (2019-01-19).
  • Fixed an issue where Banhammer used an icon that didn't represent what it actually looks like (2019-01-02).
  • Fixed an issue where the Jotun head texture was saved in the wrong format (2019-01-02).
  • Fixed an issue where Frostsong had an incorrect filepath, causing a crash to desktop (2018-12-21).
  • Fixed an issue where the body part models for the Royal Shields were incorrect (2018-12-21).
  • Fixed an issue where the Dwemer Bolt texture was saved in the wrong format (2018-12-21).

Version 4.9Edit

Morrowind Rebirth [Main]


Morrowind Rebirth Fixes

  • Fixed an issue in Valas Ancestral Tomb and Thiralas Ancestral Tomb where ramps didn't have proper collsion, cusing the player to clip through the models and being unable to progress any further.
  • Fixed an issue where Silver Staff of God's Frost, Silver Staff of God's Fire and Silver Staff of God's Shock had mixed up names and enchantments.
  • Fixed an issue where a note in the quest 'Evidence of Conspiracy' was missing due to it clipping with the desk it's supposed to be placed upon.
  • Fixed an issue where the model for Fang of Haynekhtnamet and some other artifacts had the wrong scale.
  • Fixed an issue where there were two Argonians named Stand-In-Shallows in or near Hla Oad.
  • Fixed an issue where the helm 'Spirit Drinker' didn't have the correct icon.
  • Fixed an issue where a leftover wall in Tel Voryn blocked a doorway.
  • Fixed missing ownership flags on hundreds of objects.
  • Fixed pathgrids in several areas.
  • Fixed typos.


Morrowind Rebirth Changes

  • Bloodmoon creatures, bosses and spawns have now been brought in line with the rest of Morrowind Rebirth's changes. Balance in Bloodmoon is notoriously bad, and this is the first iteration to fix it.
  • The two unique Centurion Spiders variations introduced in Rebirth have been separated into two unique 'creatures': the Centurion Miner and the Centurion Drone.
  • Any changes to Mournhold and Solstheim should now be gone. This should also fix all annoying doubling issues.
  • Sword of White Woe, Saint's Black Sword and Saint's Shield are no longer included in random loot tables.
  • Reverted Vampire Sun Damage back to vanilla values (from 10-10 points to 5-5 points per second).
  • Khajiits will now buy all sorts of illegal items including for example Sixth House items.
  • The Black Pearl is now an amulet instead of an ingredient, and uses a new amulet model.
  • Ash Salts will no longer prevent you from bartering with various vendors.
  • Increased the amount of ingredients available at healers, priests and alchemists.
  • The entire population of Vvardenfell will no longer bother you about Solstheim.
  • Increased the chance of ingredients spawning in non-organic containers.
  • Generic Quarra, Berne and Aundae vampires are now a bit stronger.
  • Added descriptions to Call Wolf, Call Bear and Summon Bonewolf.
  • Re-enabled Absorb Health for spellmaking and enchanting.
  • Landscape fixes and improvements.


Morrowind Rebirth Additions

  • Added a new Daedric ruin located in the 'mushroom forest', south of Dagon Fel.
  • Added a river just north of Hla Oad, for a bit more landscape diversity.
  • Added 10 new 'latest rumors' based on content introduced in Rebirth.
  • Added 13 new collectable trading cards scattered around Vvardenfell.
  • Added a ton of new Sixth House related models to the gameworld.
  • Added Dwemer items and statics to Yagrum Bagarn's hideout
  • Added a ton of clutter and architecture to Ald'Ruhn.
  • Added ashmires to various areas of Vvardenfell.
  • Added a small dock to Wolverine Hall.

Ebonheart Overhaul: Part 2

  • Added a few imperial styled farms outside Ebonheart that are able to provide the fortress with food in case of a siege
  • Added additional defences including a new gatehouse and wall facing the dock plus a drawbridge at the front-gate.
  • Increased the hight of the castle foundation and the hight of the bridge leading to the castle.
  • Added a new lighthouse close to Ebonheart, overlooking the surrounding area.
  • Added more clutter and details inside Ebonheart.

Unique Weapons and Armor Overhaul: Part 2 Many of Morrowind's unique armor and weapons lacked unique models/textures setting them appart from vanilla assets. With this overhaul I've gone through many of the uniques (some may need further tweaking in the future).

So far the following have recieved new unique models/textures or both:

  • Staff of Carnal Channeling (v 4.8).
  • Gothren's Cephalopod Helm (v 4.8).
  • Boots of Blinding Speed (v 4.8).
  • Shield of the Undaunted (v 4.8).
  • Erur-Dan's Cuirass (v 4.8).
  • Mountain Spirit (v 4.8).
  • Shadow Shield (v 4.8).
  • Widowmaker (v 4.8).
  • The Icecap (v 4.8).
  • Bloodworm (v 4.8).
  • Spear of the Snow Prince (v 4.9).
  • Sword of White Woe (v 4.9).
  • Trebonius' Staff (v 4.9).
  • Auriel's Shield (v 4.9).
  • Saint's Shield (v 4.9).
  • Stormfang (v 4.9).
  • Clanbringer (v 4.9).
  • Bloodskal (v 4.9).
  • Shadowsting (v 4.9).
  • Blood Axe (v 4.9).
  • Azura's Servant (v 4.9).
  • Darksun (v 4.9).
  • Gravedigger (v 4.9).
  • Veloth's Judgement (v 4.9).
  • Light of Day (v 4.9).

Suran Commercial District Overhaul

  • A small overhaul of the commercial district of Suran focusing mainly on the temple, adding more clutter, walls and an additional building.

Odrosal Overhaul

  • A massive overhaul of the Dwemer ruin 'Odrosal'. Getting Keening is now a worthy challenge.

Vemynal Overhaul

  • A small overhaul of the Dwemer ruin 'Vemynal'. Getting Sunder is now a worthy challenge.

Hlaalu Guard Diversity

  • Hlaalu Guards are no longer clones and there are now a large variety of both female/male guards.

New Creatures

  • Jotun Warrior (also note that the regular 'Jotun' has been changed to 'Jotun Berserker').
  • Ash Scrib

New Enchanted Armor

  • Protector's Cuirass
  • Chromatic Cuirass
  • Boneflesh
  • Heartguard
  • Sparking Mail
  • Ice Warder
  • Poison Shroud
  • Iron Shell
  • Etheral Hide
  • Wyrmhide
  • Flamescale
  • Seeker
  • Lightbringer
  • Nighthawk
  • Snake Hide
  • Spellward
  • Mirror Wall
  • Boots of Nullification
  • Ironhide Boots
  • Warden's Boots
  • Scout's Boots

New Enchanted Weapons

  • Frostspark
  • Firetip
  • Frosttip
  • Icebreaker
  • Voidspark

New Weapons

  • Nordic Shortsword
  • Nordic Longsword
  • Nordic Dagger

New Clothing

  • Trebonius' Robe
  • Gothren's Robe

New Artifacts

  • Pyromancer's Boots
  • Gill Breather
  • Duality
  • Amberfire
  • Phaseshifter
  • Coldheart

New Potions

  • Silver Barrel Lager

New Ingredients

  • Sweetroll


Balance

Creatures

  • Dremora Lord of Divinity soul value from 375 to 400. With this change Dremora Lord of Divinity is now the only respawning creature with a soul strong enough for a constant effect enchantment.

Previously you had to find a unique named creature, but this change should make the search somewhat easier.

  • Fabricants are no longer immune to poison, rather they have a 75 % resistance to it. Also removed the paradoxal resistance to shock, since they already have a weakness to shock.
  • Goblins are no longer immune to normal weapons. Also removed any other resistance from the various Goblin-types for consistency.
  • Jotun speed from 45 to 40.

Spells (base cost)

  • Absorb Health base cost from 16 to 18.
  • Drain Magica base cost from 1.0 to 0.6.
  • Lightning Shield base cost from 0.5 to 0.6.
  • Frost Shield base cost from 0.5 to 0.6.
  • Fire Shield base cost from 0.5 to 0.6.
  • Shield base cost from 0.5 to 0.6.
  • Water Breathing base cost from 6 to 8.
  • Swift swim base cost from 0.5 to 0.8
  • Slowfall base cost from 2.0 to 1.5.
  • Burden base cost from 0.15 to 0.20.

Items

  • Enchantment pool adjustments for almost all light armors (especially low-tier armor sets). These are now highly enchantable to make up for their lack in protection.
  • Weight and health adjustments for the following armor sets: Netch Leather, Bear, Wolf, Snow Wolf and Snow Bear. These are now lighter and more durable in general.
  • Helm of the Wolf's Heart armor rating from 20 to 15 (to match Wolf armor)
  • Bloodworm Helm armor rating from 18 to 22 (to match Trollbone armor).
  • Spear of the Snow Prince value from 3250 to 14750.
  • Paws of the Wolf-Runner value from 1000 to 5250.
  • Saint's Black Sword value from 5750 to 8750.
  • Helmet of Bearkind value from 40 to 2250.
  • Auriel's Bow value from 8250 to 12450.
  • Stormfang value from 2750 to 8750
  • The Skeleton Key uses from 50 to 75.

Enchantments

  • Frostsong enchantment:

- Frost Damage on touch from 5-5 for 1 second to 5-10 for 1 second. - Enchantment pool from 200 to 150.

  • Ice Blade of the Monarch enchantment:

- Weakness to Frost on touch 25-25 for 3 seconds (new effect).

  • Fang of Haynekhtnamet enchantment

- Shock Damage on touch 1-1 for 10 seconds (new effect).

  • Auriel's Bow enchantment from touch to target.
  • Stormfang enchantment:

- Weakness to Shock 20-20 on target for 3 seconds (new effect). - Shock Damage on target from 5-10 to 10-10 for 1 second. - Area from 0 to 5.

  • Spear of the Snow Prince enchantment:

- Frost Damage from 5-5 to 10-15.

  • Robe of the Lich enchantment

- Fortify Magica 100-100 changed to Fortify Maximum Magica 1.0x INT. - Drain Health from 100-100 to 50-50.

  • Bloodskal enchantment:

- Frost Damage from 5-10 to 5-15. - Enchantment pool from 100 to 200

  • Shadowsting enchantment

- Chameleon from 10-10 for 10 seconds to 20-20 for 10 seconds. - Poison Damage from 2-2 for 5 seconds to 2-2 for 10 seconds.

  • Banhammer enchantment

- Fire Damage from 1-4 to 4-8.

  • Light of Day enchantment:

- Drain Magicka (self) from 100-100 to 25-25. - Fire Damage from 5-20 to 5-15.

  • Whitewalker enchantment:

- Frost Damage (self) from 5-5 to 2-2 - Drain Health (self) from 5-5 to 1-1

  • Dragonbone Cuirass enchantment:

- Resist Fire from 100 % to 75 %.

  • Vampiric Ring enchantment:

- Absorb Fatigue from 5-25 for 2 seconds to 25-50 for 1 second. - Absorb Health from 5-25 for 2 seconds to 25-50 for 1 second. - Enchantment pool from 300 to 250.

  • Warlock's Ring enchantment:

- Fortify Attribute: Speed duration from 30 seconds to 60seconds . - Reflect duration from 30 seconds to 60 seconds. - Enchantment pool from 250 to 200.

  • Helseth's Ring enchantment

- Reflect from 20 % to 10 %.


Graphics

  • New textures for the Silver Barrel sign and the Black Goblet banner.
  • New textures for Dahrk Mezalf and Radac Stungnthumz.
  • New texture for the Golden Saint Staada.
  • New texture and icon for Ward of Phenem.
  • New optimized models for most interior and exterior rocks.
  • New models for skulls, bones, ribs and other bone-related items.
  • New model for the Shock Centurion.
  • New model for the Dwemer Towershield.
  • New models for the Steel armor set.
  • New models for the Ebony armor set.
  • New models for the Glass armor set.
  • New model for the Mudcrab Merchant.
  • New models for Ghostfence pylons.
  • New model and icon for Frostsong.
  • New model and icon for the Dagoth Dagger.
  • New icon for the Reinforced Iron Longbow.
  • New icon for Ashlander's Longbow
  • New icon for the Adamantium Dagger.
  • New icons for Royal Shields.


Morrowind Patch Project 1.6.5 [For Rebirth]

  • Fixed a conflicting edit between The Patch Project and Morrowind Rebirth making Dark Brotherhood assassins spawn too early.


Misc

  • Removed several textures from the archive that matched vanilla textures. Previously these textures would for example conflict with replacers such as 'HD Vanilla Textures'.
  • Converted several .tga and .bmp textures to .dds format.
  • New compatibility patch for "Uvirith's Legacy 3.53".
  • A large clean-up of the file archive.
  • Improved credit list.

Version 4.8Edit

Morrowind Rebirth [Main]


Morrowind Fixes

  • Fixed an iusse where the Key to Nchurdamz Doors had 6 duplicates due being put in a non-unique chest.

Morrowind Rebirth Fixes

  • The owner of Magical Clothes in Balmora, Tolmse Samori, will now react properly if you try to steal her items.
  • Fixed an issue where Bedene Andalara (publician) in Vivec Entrace, Ordinators Barracks didn't have any gold.
  • Fixed an issue where some NPCs in Vivec Entrance, Ordinators Barracks said that their name was "Ordinator".
  • Fixed an issue where Auriel's bow enchantment was set "Cast On Strike" instead of "Cast on Use".
  • Fixed an issue where the holiday rumors for Morning Star didn't work correctly.
  • Fixed an issue where the Dwemer Bolt icon was facing the wrong direction
  • Landscape fixes and improvements.
  • Fixed typos.


Morrowind Rebirth Changes

  • Some traders now have magical stars, bolts and arrows for sale, which previously were hard to come by except for in random drops.
  • Voriplasms (Slimes) will no longer spawn in Tombs, but in a confined area in the Bitter Coast Region.
  • Dwemer chests are now less likely to hold Dwemer armor.
  • The creature 'Slime' has been renamed to 'Voriplasm'.
  • Landscape fixes and improvements.


Morrowind Rebirth Additions

  • The various Ashlander tribes now provide travel services to other camps. To use this service you need to have reached the rank 'Clanfriend'.
  • A completely new plugin: Morrowind Rebirth - Birthsigns [Addon], making all birthsign changes optional.
  • A completely new plugin: Morrowind Rebirth - Skills [Addon], making all skill changes optional.
  • Minor additions to Ald Velothi.

Unique Weapons and Armor Overhaul Many of Morrowind's unique armor and weapons lacked unique models setting them appart from vanilla assets. With this overhaul I've gone through many of the uniques. So far the following have been tweaked:

  • Staff of Carnal Channeling.
  • Gothren's Cephalopod Helm.
  • Boots of Blinding Speed.
  • Shield of the Undaunted.
  • Erur-Dan's Cuirass.
  • Mountain Spirit.
  • Shadow Shield.
  • Widowmaker.
  • The Icecap.
  • Bloodworm.

Ancestral Tombs Overhaul

  • An work in progress overhaul to expand or improve most of the tombs on Vvardenfell. This overhaul includes for example new areas, new loot and misc items. Note that not all tombs have been expanded

as some are large enough, and were only in need of cluttering. As of now the following Tombs have been overhauled: - Alen Ancestral Tomb (v 4.4) - Andalen Ancestral Tomb (v 4.4) - Andalor Ancestral Tomb (v 4.4) - Andas Ancestral Tomb (v 4.4) - Andavel Ancestral Tomb (v 4.4) - Andrano Ancestral Tomb (v 4.4) - Andrethi Ancestral Tomb (v 4.4) - Andules Ancestral Tomb (v 4.4) - Aralen Ancestral Tomb (v 4.4) - Felas Ancestral Tomb (v 4.4) - Ginith Ancestral Tomb (v 4.8) - Llervu Ancestral Tomb (v 4.8) - Othrelas Ancestral Tomb (v 4.8) - Releth Ancestral Tomb (v 4.8) - Samarys Ancestral Tomb (v 4.0) - Seran Ancestral Tomb (v 4.8) - Salothan Ancestral Tomb (v 4.8) - Tharys Ancestral Tomb (v 4.8) - Thelas Ancestral Tomb (v 4.8) - Thiralas Ancestral Tomb (v 4.8)

Ebonheart Overhaul

  • A complete overhaul of Ebonheart turning it into a fortified settlement including several new shops and other places of interest.

Gnaar Mok Overhaul

  • A small overhaul of Gnaar Mok turning it into a walled settlement more influenced by House Hlaalu.

Khuul Overhaul

  • A small overhaul of Khuul making it feel a bit more 'settled'.

Bitter Coast Overhaul

  • A small overhaul of the Bitter Coast region including:
  • Landscape improvements, changes and fixes.
  • New flora

Banking system

  • You can now deposit and withdraw gold at the Petrocca Bank in Ebonheart. The banker also provides a bit of lore tied to the banks added by Tamriel Rebuilt.

New Weapons

  • Arrow of God's Fire
  • Arrow of God's Frost
  • Arrow of God's Shock
  • Bolt of God's Fire
  • Bolt of God's Frost
  • Bolt of God's Shock
  • Arrow of Elements
  • Bolt of Elements
  • Dire Flamestar
  • Dire Viperstar
  • Dire Shardstar
  • Dire Sparkstar
  • Flamecaller
  • Stormbringer
  • Spinebreaker
  • Kneecapper
  • Poisonfang

New Armor

  • Crabshell Helm

New Artifacts

  • Spirit Drinker
  • Ripper

New Potions

  • Potion of Elements: Bargain
  • Potion of Elements: Cheap
  • Potion of Elements: Standard
  • Potion of Elements: Quality
  • Potion of Elements: Exclusive

New Ingredients

  • Crab Pudding
  • Guar Sausage


Balance

Creatures

  • Voriplasm (Slime) speed from 7 to 20.
  • Hill Giant speed from 45 to 55.
  • Jotun speed from 35 to 45.

Spells (general)

  • All custom restore attribute spells have had their duration set to 1. Previously they restored 5-20 x 30 seconds, which is complete overkill and probably not the effect that was intended.

Spells (base cost)

  • Restore Attribute base cost from 1.2 to 20.

Enchantments

  • Several buffs to artifact (weapons) enchantments including completely revised enchantments for Auriel's Shield and Auriel's Bow.


Graphics

  • Seyda Neen now has a unique banner, instead of a generic 'Welcome' banner.
  • New model, texture and icon for Sweet Release.
  • New model and icon for Thief, Mage, and Fighter rings.
  • New model and icon for Dwemer Dagger.
  • New texture and icon for Huntsman Bolt
  • New texture and icon for Human Heart.
  • New model for the Centurion Blademaster.
  • Fixed over 50 UV/texture issues.


Morrowind Rebirth - Game Settings [Addon]

  • The cost of enchanting scrolls have been reduced to about a 10th of what it used to cost. To enable this fix you have to have

Morrowind Code Patch installed, then tick the box ”Allow scroll enchant price modifier” in the mod specific tab.

  • Reduced the damage output of Elemental Shields by 50 %.


Misc

  • Fixed an issue where the script in 'Illegal Dwemer Trading [For Rebirth]' wasn't complied causing an error.
  • New compatibility patch for Solstheim: Tomb of the Snow Prince.
  • New compatibility patch for Holamayan Monastery Replacer.

Version 4.7Edit

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 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 (ADD DEAD NPC + NOTE + STATUE ENEMIES)

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

  • Minor additions

- Grave sites, bandit camps, Guar herds and more.

  • Landscape improvements, changes and fixes.


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


Balance

Enchantments

  • 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.

Creatures 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.

Weapons/Armor/Clothes

  • 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.


Graphics

  • 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]

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]

Khajiit

  • 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.


Misc

  • 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.

Version 4.6Edit

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 to fix right away (one breaking the main quest). Thus I have to release 4.6 early, and along with the fixes comes a few other changes which you can view down below.


Morrowind Rebirth [Main]

Morrowind Fixes

  • Ergnir in Guild of Fighters, Ald'Rhun no longer wanders of from his workplace leaving his wares unchecked.
  • Fixed an issue where a banner outside Bildren Areleth's shop in Tel Aruhn made if difficult to enter.


Morrowind Rebirth Fixes

  • Fixed an issue where the Scroll of Firewind enchantment had Fortify Attribute: Agility instead of Fortify Attribute: Speed.
  • Fixed an issue where the ground model of Soscean's Cuirass wasn't used when placing it on the ground or any other surface.
  • Fixed an issue where Llensi Verilnith in Ald Redaynia was offering trader services even though she had nothing to offer.
  • Fixed an issue where the large boat in Vivec Entrance had a door that wasn't going anywere and should have been locked.
  • Fixed an issue where Tolmse Hlarayn, the owner of Dunmer Delicacies, were set as a drillmaster instead of a trader.
  • Fixed an issue where travel markers in Telvanni Vaults, Vivec, teleported you to the wrong locations.
  • Fixed an issue where the Shockbite Battle Axe enchantment was set to 'self' instead of 'touch'.
  • Fixed an issue where Divine Lightning weapons enchantment was set to 'self' instead of 'touch'.
  • Fixed an issue where Righteous Fire weapons enchantment was set to 'self' instead of 'touch'.
  • Fixed an issue where the Wild Ash Bull Netch/Wormmouth had white blood instead of red blood.
  • Fixed a trapdoor in The Black Goblet, Suran, that was inaccessable even after unlocking it.
  • Fixed an issue where the wooden knife handle mesh was pointing to the incorrect texture path.
  • Fixed pathgrid issues in the Deadlands (Still somewhat wonky though).
  • Fixed issues which made it impossible to get out of "The Rift".
  • Fixed a ton of minor issues like floaters and bleeding objects.
  • Fixed an issue where the Hlaalu Royal Towershield had no icon.
  • Fixed an issue where the 'Note to Amaya' wasn't obtainable.
  • Fixed scaling issues on the Ebonheart dock mesh.
  • Fixed pathgrid issues in Hla Oad.


Morrowind Rebirth Changes

  • Changed the amount of random raw adamantium in ore veins from 1 to 3, making it much less likely that you are left with nothing spawning.
  • Sixth House Shield has been renamed to "House Dagoth Tower Shield". It doesn't share the textures of other Sixth House items.
  • Elbert Nermarc, the enchanter in Mournhold, no longer has an unlimited supply of grand soulgems.
  • Phnem Necropolis, Pathway is now a bit easier to navigate due to improved lighting values.
  • Eating an ingredient now increases your Alchemy skill from 0.25 points to 0.50 per use.
  • Greatly increased the amount of ingredients available at alchemists/apothecarists.
  • Increased the light radius from torches from 128 to 196.


Morrowind Rebirth Additions

  • Maar Gan Overhaul

A complete overhaul of the small redoran settlment of Maar Gan. The once cramped settlement has now been opened up, with the temple overlooking the town. A few new vendors have also opened up for business.


  • Yanith Mine exterior

A new dwemer ruin close to vos. At the moment you can't go inside the mine/ruin, but you can explore the exterior.


Balance

Creatures

  • Greater Skeleton Champion health from 180 to 300.
  • Greater Skeleton Warrior health from 120 to 150.
  • Skeleton Champion health from 150 to 200.
  • Skeleton Warrior health from 80 to 100.
  • Lightning Guardian health from 150 to 250.
  • Frost Guardian health from 150 to 250.
  • Fire Guardian health from 150 to 250.
  • Dagoth Gares health from 400 to 500.
  • Hrelvesuu now has a soul value of 400.
  • Ash Vampire soul value from 400 to 600.
  • Imperfect soul value from 400 to 800.
  • Skeleton speed from 60 to 65.
  • Dremora speed from 55 to 65.

Weapons/Armor/Clothes

  • Ring of Regeneration value from 8500 to 2250.
  • Hellfire Staff value from 9250 to 7250.
  • Ward of Phnem value from 5650 to 7650.
  • Silver Saber value from 75 to 140.
  • Shimsil value from 8750 to 4750.
  • Chitin Longsword weight from 1 to 8.

Enchantments

  • Ward of Phnem enchantment:

- Sound 25-25 points on self (new effect).

Graphics

  • Model and texture improvements for:

- Large Ship (exterior/interior) - Huntsman Crossbow - Huntsman Bolt - Potted Plant - Podpuds - Skiff


Misc

  • Removed Darknuts Dwemer Ruins Rebirth Integrated from the main archive. Several file paths have been changed in the main archive and thus this esp is no longer functional.
  • Updated the readme


Morrowind Rebirth - Game Settings [Addon]

  • Makes some changes to duration, magnitude and value of self made potions. Overall alchemy should now feel more useful.

Version 4.5Edit

Morrowind Fixes

  • Ervas Aradil, Ministry of Truth, had no faction assigned to him. He's now a member of the Temple.
  • Fixed issues where several Slaughterfish spawns were placed on land in the Shegorath Region.
  • Varus Vatinius name was spelled 'Vantinius' instead of 'Vatinius'.
  • Infected Rat (Rat_plague_hall1a) used the wrong script.


Morrowind Rebirth Fixes

  • Fixed issues where the player wouldn't be able to hit creatures or NPCs using one handed weapons when using Open MW. This was due to some weapons having reach values being below 1.0 in Morrowind Rebirth, a feature which OpenMW doesn't support.
  • Fixed an issue where Minabibi Assardarainat wouldn't show up in Sadrith Mora's Guild of Mages during the quest "Meeting with a Wise Woman".
  • Fixed an issue where the door to Chun-Ook Cabin in Ebonheart was set to telport the player to the West Gash Region (again..).
  • Fixed an issue where Imperial Guard Captains kept walking back and forth without ever stopping, causing wierd animation loops.
  • Fixed an issue where some books added by Rebirth had no icons (These also recieved better icons compared to the old ones).
  • Fixed issues where pre-placed staffs and spears were either floating above ground or bleeding into other objects.
  • Fixed an issue where the Daedric War Axe couldn't be found in the gameworld (only by chance in levled-lists).
  • Fixed an issue where a potion was named "Frost Resistance :Quality" instead of "Frost Resistance: Quality".
  • Fixed an issue where Dremora Archers sometimes didn't summon a Bound Longbow, making them fight unarmored.
  • Fixed issues where some books used a candle wax texture instead of a paper texture for the pages.
  • Fixed a dozen of weapons and armor-meshes that had bad UV-mapping and other texture issues.
  • Fixed an issue where using the Sarano Ebony Helm caused the players head to disappear.
  • Fixed an issue where the right Gah-Julan Pauldron was named Gah-Julan Pauldron: Left.
  • Fixed an issue where the banner in Seyda Neen said "Hla Oad" instead of "Welcome".
  • Fixed an issue where the new Command Humanoid spells weren't available for sale.
  • Fixed issues where some NPCs didn't wear the armor that were assigned to them.
  • Fixed an issue where the 'Blighted Game Rat' didn't use blighted textures.
  • Fixed issues where Bonelord spells didn't have any names assigned to them.
  • Fixed an issue where the Mages Guild Circle wasn't available in Mournhold.
  • Fixed issues where some objects and NPCs were duplicated in Mournhold.
  • Fixed an issue where the stem of Golden Kanets were excessively green.
  • Fixed pathgrid issues in Khuul, Balmora and Andrano Ancestral Tomb.
  • Fixed excessive use of vertex shading in the Red Mountain Region.
  • Fixed alignment, transparency and scaling-issues on some icons.
  • Fixed issues where Ashland rocks had horrible texture seams.
  • Fixed a misaligned floor-tile in Andrano Ancestral Tomb.
  • Fixed some minor issues in leveled-lists.
  • Fixed a ton of missing ownership flags.


Morrowind Rebirth Changes

  • Wildlife creatures such as Alits, Guars, Kagoutis and Kwama Foragers will no longer attack the player from a great distance.

- Regular creatures have 85 attack value, and will attack if the player gets closer than 1500 in-game units. - Diseased creatures have 90 attack value, and will attack if the player gets closer than 2000 in-game units. - Blighted creatures have 95 attack value, and will attack if the player gets closer than 3000 in-game units. - Rats, Scribs, Mudcrabs, Cliffracers and Shalks have also recieved new attack values and will attack if the player gets closer than 1300 in-game units.

  • Most Daedra are now unleveled, meaning that they can spawn in Daedric Ruins and other placers from level 1 onwards.
  • Skeletons now wield a larger variety of weapons and shields depending on how strong they are.
  • Added invisi-walls to the bridges in Balmora to prevent NPCs from falling into the river.
  • Lowered the requirement to use the Mages' Guild circle from Warlock to Conjurer.
  • Skeleton corpses now hold more exciting loot other than bonemeal.
  • Vivec Entrance, Warehouse building exterior now matches the interior.
  • Removed the spell "Blind Self" from all NPCs... why Bethesda?
  • The light effect emitted by summons are now more subtle.
  • Some small changes done to Hall of Wonders, Ebonheart.
  • Some small changes done to Caldera Mine (exterior).
  • 'Restore Health' has been re-enabled for enchanting.
  • 'Fortify Skill' has been removed from spellmaking.
  • "Steaming Lava Vent Large" to "Steaming Lava Vent"
  • "Slave's Bracer" changed to "Slave Bracer".
  • Durzogs will no longer spawn in Vvardenfell.
  • Reduced the cost of training by 20 %.


Morrowind Rebirth Additions

  • Added a ton of notes to dreamers containing wierd messages and ramblings. The notes have a low chance of dropping, but should provide a bit of flavour when found.

The Rift Overhaul A complete overhaul of the old dungeon "The Rift" featuring a large cave system with a ton of loot including two unique artifacts.

Deadlands Overhaul A complete overhaul of the old dungeon "Deadlands" featuring a large worldspace filled with new exciting vistas, daedric ruins, enemy encounters, new weapons and artifacts.

Note: This area is still in development, and more ruins and areas will be added in future releases. Also note that pathfinding for creatures might be wonky right now.

New Artifacts

  • Olaf's Fist [Glove]

- Fortify Hand to Hand 20-20 points for 30 seconds.

  • Hexfang [Pickaxe]

- Silence for 3 seconds on strike.

  • Atronach's Seal [Ring]

- Summon Fire Atronach - Summon Storm Atronach - Summon Frost Atronach - Weakness to Fire 100 points for 60 seconds. - Weakness to Frost 100 points for 60 seconds. - Weakness to Shock 100 points for 60 seconds.

  • Blightheart [Ring]

- Drain Fatigue 50 points. - Drain Magicka 25 points. - Fortify Health 50 points.

  • Starfire [Ring]

- Fire Damage 3-3 points for 10 seconds. - Blind 50 points for 15 seconds.

New Clothing

  • Imperial Gloves

New Weapons

  • Steel Staff of Light (Light 10 points constant effect)
  • Steel Staff of Darkness (Blind 50 points for 15 seconds)
  • Steel Staff of Shadows (Charmeleon 25 points for 30 seconds)
  • Steel Staff of Flight (Levitate 15 points for 30 seconds)
  • Steel Staff of Decay (Disintegrate Armor/Weapon 25 points for 1 second)
  • Steel Staff of Sacrifice (Drain Health self, Summon Clanfear for 60 seconds)
  • Steel Staff of Haste (Fortify Speed 25 points for 30 seconds)
  • Iron Arrow of Corrosion
  • Iron Arrow of Burden
  • Iron Arrow of Noise
  • Iron Arrow of Silence
  • Iron Arrow of Paralysis
  • Iron Bolt of Corrosion
  • Iron Bolt of Burden
  • Iron Bolt of Noise
  • Iron Bolt of Silence
  • Iron Bolt of Paralysis

New spells

  • Silence: Strong (Duration 20 seconds).
  • Silence: Great (Duration 25 seconds).

The spells down below replaces duplicates of Frost/Shock/Fire-shields that were in the game.

  • Frost Ward (Frost Shield 5-25 for 30 seconds),
  • Shock Ward (Shock Shield 5-25 for 30 seconds).
  • Fire Ward (Fire Shield 5-25 for 30 seconds).


Balancing

Weapons

  • Lowered the damage output of all crossbows by 2 points.
  • Warhammer speed from 0.50 to 0.55.

Creatures

  • Hungers are now practicaly invisibile, and won't reveal themselves until they get close to the player.
  • Atronachs have recieved shield spells in their respective element.
  • Golden Saints have recieved a permanent shock shield ability.
  • Electric Slaugtherfish is now immune to shock damage.
  • Ash Vampires are now immune to normal weapons.
  • Lightning Guardian health from 120 to 150.
  • Frost Guardian health from 120 to 150.
  • Flame Guardian health from 120 to 150.
  • Ash Vampire health from 750 to 850.
  • Profane Acolyte health from 325 to 375.
  • Lich health from 300 to 350.
  • Bonelord health from 90 to 100.
  • Clannfear speed from 30 to 25.
  • Rat speed from 30 to 20.

Spells (general)

  • Earwig duration from 15 seconds to 30 seconds.
  • Earwig: Strong duration from 15 seconds to 30 seconds.
  • Earwig: Great duration from 15 seconds to 30 seconds.
  • Earwig: Wild duration from 15 seconds to 30 seconds.
  • God's Fire magnitude from 15-30 to 5-10.
  • God's Frost magnitude from 15-30 to 5-10.
  • God's Spark magnitude from 15-30 to 5-10.
  • God's Fire duration from 2 to 5.
  • God's Frost duration from 2 to 5.
  • God's Spark duration from 2 to 5.
  • Summon Skeleton: Weak cost from 6 to 8.

Spells (base cost)

  • Silence base cost from 30 to 20.
  • Sound base cost from 0.4 to 0.35.

Birthsigns

The Thief

  • Thieves' Fortune (New Ability)

- Fortify Luck 5 points.

The Shadow

  • Moonshadow

- Invisibility from 60 seconds to 30 seconds. - Changed from power to spell.

  • Shadow Form (New Power)

- Chameleon 25-25 points for 30 seconds.

The Tower

  • Tower Warden

- Reflect 20-20 points for 90 seconds to 25-25 points for 60 seconds.

The Serpent

  • Star Curse

- Poison Damage 4 points for 10 seconds to 5 points for 10 seconds.

The Warrior

  • Warrior's Resolve (New Ability)

- Fortify Strength 5 points.

The Steed

  • Charioteer

- Fortify Speed from 25 to 20 points.

  • Fleet Footed (New Spell)

- Feather 100 points for 30 seconds.


Graphics

  • Included a ton of optimized meshes from the "Morrowind Optimization Patch"-project. This should fix some performance issues somewhat in busy areas such as Balmora.
  • Bookart textures used in Blacksmithing Tools/Sword Components have been made transparent so that they don't look off when using texture replacers for books.
  • New and improved meshes for furniture statics such as tables, chairs and stools.
  • A ton of old assets have been improved with better/more suitable textures
  • Removed horrible vertex shading from some cave-rocks.
  • All crossbows have recieved an art pass.
  • Steel Shields no longer have reflection.
  • Water in Water Barrels is now animated.
  • Coverted all icons from bmp/tga to dds.
  • New model and icon for Absinthe.
  • New icon for the Silver Saber.
  • New icons for Dwemer Scrolls.
  • Compressed a few textures.


Misc

  • Removed version numbers from the esp:s and esm:s for better compatibility with other mods
  • To reduce the file-size the optional files are now separate from the main package.
  • Removed meshes and textures that are no longer in use from the archive.
  • Reduced the amount of folders in the archive.
  • Updated the readme.


Morrowind Rebirth - Mercenaries [Addon] (Fixes and additions by "RubberMan")

  • Fixed an issue where mercenaries would keep repeating a dialogue saying "I'm injured!"
  • Fixed an issue where mercenaries would get stuck attacking practice dummies.
  • Dialogue additions.

Version 4.4.3Edit

Morrowind Rebirth Fixes

  • Fixed an issue where a missing skeleton mesh made it impossible to enter Andrano Ancestral Tomb.
  • Fixed an issue where the Swamp Troll Ogoun had his speed set to 30 instead of 4.
  • Fixed a potential issue where the temple in Ald'Ruhn were missing.
  • Fixed an issue where S'Virr in Khuul was doubled.

Version 4.4.2Edit

Morrowind Rebirth Fixes

  • Fixed an issue where priests would tell you that you need to get rid of a "human heart" or they wouldn't offer any services, dispite the player having already disposed of it.
  • Fixed a lot of issues connected to the new skeletons introduced in v 4.4, plus disabled some of them entirely due to missing animations.
  • Removed files no longer used from the archive.
  • Added missing sounds to some creatures.
  • Compressed a ton of textures.


Balancing

Enchantments

  • Drasticly increased the charge capacity for low-tier enchantments such as 1-4 points in Fire, Frost, Poison and Shock-damage
  • Ring of the Wind enchantment:

- Fortify Speed from 15 points to 20 points.

  • Eleidon's Ward enchantment:

- Restore Health 25-75 points to 25-100 points.

  • A ton of minor changes to enchantments.

Version 4.4Edit

Morrowind Rebirth Fixes

  • Fixed an issue where the warhammer 'Skull Crusher' mesh scale was incorrect (if you already have Rebirth installed please remove 'w_art_warhammer_crusher' from morrowind/data files/w)
  • Fixed an issue where Mehra Milo were to take you somewhere 'private' where the ordinators can't hear you, only to have one standing next to you during the conversation.
  • Fixed an issue where the Skeleton Pirate Captain in Himmelhorst Barrow didn't have his unique weapon 'Seasplitter".
  • Fixed an issue where enchanted marksmen gear were too common in crates due to a typo in leveled-lists.
  • Fixed issues where changes in Rebirth caused issues with the pathfinding for Fargoth.
  • Fixed an issue where the player were able to hop into the water during the prologue.
  • Fixed an issue where the topic 'kwama egg' was accidentely removed from the game.
  • Fixed an issue where Beldoh the Undying was accidentely removed from the game.
  • Fixed issues where companion spells were set to self instead of touch.
  • Fixed an issue where the Robe of Mysticism had the wrong enchantment.
  • Fixed an issue where Blighted Shalks and Scribs were not hostile.
  • Fixed an issue where the entrance to Ainab was partially buried.
  • Fixed a massive amount of typos.


Morrowind Rebirth Changes

  • Player made potions were somewhat too powerful in v 4.3. Therefore I've tweaked some stats to what I believe will make playermade potions useful, while not being too overpowered.
  • The service refusal list have been greatly expanded along with new and more varied dialogue.
  • Dark Brotherhood Assassins will not attack the player until he/she reaches level 15.
  • Dunmer Delicacies, Balmora has undergone an overhaul to make it feel more realistic.
  • Removed Tribunal/Bloodmoon ingredients from traders and containers in Vvardenfell.
  • There's now a small chance that urns contain remains of the dead.
  • Removed Imperial Skeleton Warriors/Archers from leveled-lists.
  • Dialogue and text tweaks and additions.
  • Landscape improvements.


Morrowind Rebirth Additions

  • Ashlander traders now offer items that are more specific to Ashlanders like Hides, Netch/Chitin weapons and armor, Ashlander shields and other misc items. More specific items will be added in the future.

Imperial Legion Diversity

  • Legioniers are no longer clones and there are now a large variety of both female/male guards of different races.
  • Ancestral Tombs Overhaul

An work in progress overhaul to expand or improve most of the tombs on Vvardenfell. This overhaul includes for example new areas, new loot and misc items. Note that not all tombs have been expanded, as some are large enough, and were only in need of cluttering. As of now the following Tombs have been overhauled: - Alen Ancestral Tomb - Andalen Ancestral Tomb - Andalor Ancestral Tomb - Andas Ancestral Tomb - Andavel Ancestral Tomb (minor cluttering) - Andrano Ancestral Tomb - Andrethi Ancestral Tomb - Andules Ancestral Tomb - Aralen Ancestral Tomb

  • Kogeruhn Overhaul

Kogeruhn has recived a major facelift with much more clutter, enemies and loot. The areas affected are the following: - Kogoruhn, Hall of Maki - Kogeruhn, Hall of Phisto - Kogeruhn, Hall of the Watchful Touch - Kogeruhn, Vault of Aerode - Kogoruhn, Dome of Pollock's Eve - Kogoruhn, Dome of Urso

  • New Spells:

- Command Humanoid: Strong (10-10 for 15 seconds) - Command Humanoid: Great (15-15 for 15 seconds) - Command Humanoid: Wild (20-20 for 15 seconds) - Command Creature: Strong (10-10 for 15 seconds) - Command Creature: Great (15-15 for 15 seconds) - Command Creature: Wild (20-20 for 15 seconds)

  • New Creatures

- Crippled Skeletons (3 variations) - Skeleton Warriors (6 variations)

  • New Armor

- Ashlander shields (3 variations), complementing the 2 already present in the mod.

  • New Clothing

- Traveler's Robe - Healer's Robe


Balance

Weapons

  • The swing-speed of all weapons have been standardized. Previously speed was mainly dependant on the material and the weight of the weapons, but this causes too many

inbalances making some weaker weapon types have higher dps than stronger weapon types. While I understand that this is a bold move I strongly believe this is the way to make different weapon-categories more interesting and varied. Speed - Warhammers 0.5 - Battle Axes 0.6 - Claymores 0.7 - Halberds: 0.75 - Dai-Katanas 0.8 - Spears: 0.9 - Broadswords 0.95 - Longswords: 1.0 - War Axes 1.05 - Katanas: 1.1 - Maces: 1.1 - Sabers: 1.15 - Shortswords: 1.2 - Staves: 1.25 - Wakizashis: 1.3 - Clubs: 1.35 - Daggers 1.6 - Tantos 1.7

  • The reach of all weapons have been standardized (with some individual tweaks). The new values now matches the visual reach in-game.

Reach - Warhammers 0.7 - Battle Axes 0.7 - Claymores 1.3 - Dai-Katanas 1.3 - Halberds: 1.2 (Iron) 1.4 (Steel/Dwemer/Glass) 1.5 (Ebony) - Spears: 1.3 (Chitin/Iron/Silver/Dwemer/Daedric) 1.6 (Ebony) 1.8 (Steel/Adamantium) - Broadswords 0.5 - Longswords: 0.6 - War Axes 0.4 - Katanas: 0.6 - Maces: 0.4 - Sabers: 0.6 - Shortswords: 0.4 - Staves: 1.0 (Dwemer/Dreugh) 1.1 (Wooden/Silver) 1.15 (Ebony/Daedric) 1.20 (Glass/Steel) - Wakizashis: 0.4 - Clubs: 0.4 - Daggers 0.3 - Tantos 0.3

  • The minumum damage of all weapons have been standardized (maximum damage varies depending on material and weapon-type). This will provide a framework that's much easier to work with,

and will provide better balance overall, especially with the new speed and reach values.

- Daggers/Tantos Chop 2 Slash 2 Thrust 4

- Wakisashis/Shortwords Chop 2 Slash 4 Thrust 6

- Katanas/Longswords Chop 4 Slash 6 Thrust 2

Broadswords Chop 6 Slash 4 Thrust 2

- Dai-Katanas/Claymores Chop 8 Slash 4 Thrust 2

- Warhammers Chop 10 Slash 8 Thrust 2

- Battle Axes Chop 8 Slash 6 Thrust 2

- War Axes Chop 6 Slash 2 Thrust 1

- Maces Chop 4 Slash 4 Thrust 1

- Clubs Chop 4 Slash 2 Thrust 1

- Staves Chop 2 Slash 4 Thrust 2

- Spears Chop 1 Slash 1 Thrust 6

- Halberds Chop 4 Slash 6 Thrust 2

  • Other weapon changes

- Included the mod "Spear-Staff Fix", which changes the position where Spears/Staffs are held into something more realistic. - A ton of tweaks to maximum damage of all weapons.

Clothing

  • Amulet of Admonition value from 1750 to 1250.

Enchantments

  • Amulet of Flesh Made Whole enchantment no longer restores attributes as it already has a ton of positive benifits.

Creatures

  • Bonelords can now summon skeletal minions. Bonelords has also recived new curse spells such as silence and sound.
  • Clannfears are now immune to normal weapons (only Daedra which weren't).
  • Clannfears now have 25 % fire resistance (50 % for the Fire Clannfear).
  • Ash Ghouls have recieved new offensive and defensive fire-spells.
  • Dwemer Spectres have recieved new offensive frost-spells.
  • All skeletons are now immune to immune to paralysis.
  • Liches now summon Bonelords instead of Skeletons.
  • Beldoh the Undying soul value from 200 to 400.
  • Radac Stungnthumz soul value from 200 to 400.
  • Ancestor Ghost speed from 18 to 25.
  • Bonewalker speed from 12 to 20.
  • Ash Ghoul speed from 30 to 60.

Spells (general)

  • Rest of St. Meris (Restore Fatigue) magnitude from 1-10 to 10-10.
  • Stamina magnitude (Restore Fatigue) from 5 to 20 to 10-10.
  • Stamina duration (Restore Fatigue) from 5 to 10.
  • Restore Fatigue magnitude from 5 to 10.
  • Restore Fatigue: Strong magnitude from 5 to 10.
  • Restore Fatigue: Great magnitude from 5 to 10.
  • Restore Fatigue: Wild magnitude from 5 to 10.
  • Powerwell (Fortify Magicka) magnitude from 5-20 to 25-25.
  • Daedric Magicka (Fortify Magicka) magnitude from 25-25 to 50-50
  • Daedric Magicka (Fortify Magicka) duration from 60 to 30.
  • Vitality (Fortify Health) magnitude from 5-20 to 25-25.
  • Blood Gift (Fortify Health) magnitude from 10-30 to 25-50.
  • Daedric Health (Fortify Health) magnitude from 25-25 to 50-50
  • Daedric Health (Fortify Health) duration from 60 to 30.
  • Enrichment (Fortify Fatigue) magnitude from 5-20 to 25-25.
  • Vigor (Fortify Fatigue) magnitude from 10-30 to 25-50.
  • Daedric Fatigue (Fortify Fatigue) magnitude from 25-25 to 50-50.
  • Daedric Fatigue (Fortify Fatigue) duration from 60 to 30.
  • Disintegrate Weapon magnitude from 50-50 to 50-100.
  • Disintegrate Armor magnitude from 50-50 to 50-100.
  • Summon Skeleton: Weak duration from 15 to 30 seconds.
  • Far Silence duration from 10 to 15.
  • Grave Curses magnitude from 5-5 to 10-10.
  • Reflect duration from 15 to 30.
  • Reflect: Strong duration from 15 to 30.
  • Reflect: Great duration from 15 to 30.
  • Reflect Wild duration from 15 to
  • Chameleon duration from 15 to 30.
  • Chameleon: Strong duration from 15 to 30.
  • Chameleon: Great duration from 15 to 30.
  • Chameleon: Wild duration from 15 to 30.
  • Sanctuary duration from 15 to 30.
  • Sanctuary: Strong duration from 15 to 30.
  • Sanctuary: Great duration from 15 to 30.
  • Sanctuary: Wild duration from 15 to 30.
  • Blind duration from 10 to 15 seconds.
  • Blind: Strong duration from 10 to 15 seconds.
  • Blind: Great duration from 10 to 15 seconds.
  • Blind: Wild duration from 10 to 15 seconds.
  • Fireball area of effect from 5 to 4.
  • Shockball area of effect from 5 to 4.
  • Frostball area of effect from 5 to 4.
  • Fire Storm area of effect from 10 to 12.
  • Lighting Storm area of effect from 10 to 12.
  • Poisonous Cloud area of effect from 10 to 12.
  • Frost Storm area of effect from 10 to 12.

Spells (base cost)

  • Command Humanoid base cost from 3.5 to 2.0.
  • Fortify Magicka base cost from 0.6 to 0.4.
  • Fortify Fatigue base cost from 0.5 to 0.4.
  • Fortify Health base cost from 0.6 to 0.4.
  • Fortify Skill base cost from 1.2 to 1.0.
  • Restore Fatigue base cost from 6 to 4.
  • Reflect base cost from 1.0 to 0.7.
  • Charmeleon base cost from 1.0 to 0.5.
  • Sanctuary base cost from 0.8 to 0.6
  • Blind base cost from 1.2 to 1.0.

Birthsigns

The Lord

  • Lord's Blessing (new power)

- Fortify Health 20 points for 30 seconds.

  • Blood of the North

- Restored to vanilla settings.

The Tower

  • Tower Warden (new power)

- Reflect 20-20 for 90 seconds

  • Removed Beggar's Nose spell

The Serpent

  • Star-Curse

- Poison Damage from 3-3 for 10 seconds to 4-4 for 10 seconds.

The Lover

  • Lover's Kiss

- Paralyze for 5 seconds to 8 seconds. - Removed Damage Fatigue 20 points on self.


Graphics

  • New models for Silver Claymore, Silver Longsword and Silver Shortsword.
  • Some chests in Daedric ruins now have a daedric theme to them.
  • Replaced the old cookingpot with a better optimized model.
  • Blood of the Quarra Masters has recieved a unique icon/texture.
  • Ancient Dagoth Brandy has recieved a unique icon/texture.
  • Spoiled Dwemer Oil has recieved a unique icon/texture.
  • Potion of Heroism has recived a unique icon/texture.
  • Imperfect Elixir has recived a unique icon/texture.
  • Pyroil Tar has recived a unique icon/texture.
  • New models and icons for all Ashlander shields.
  • Skeleton War-Wizard has recieved a unique model.
  • Skeleton Berserkers have recieved unique models.
  • Lich-Priest Khelam has recieved a unique model.
  • Beldoh the Undying has recieved a unique model.
  • Skeleton Champion has recieved a unique model.
  • Skeleton Warrior has recieved a unique model.
  • Worm Lord has recieved a unique model.
  • Wolf Helmets have recieved new models.
  • Sea Splitter has recived a new model.

Version 4.3Edit

Morrowind Rebirth Fixes

  • Fixed an issue where the Scroll of the Bonedancing enchantment had 3 Summon Skeleton, instead of Summon Skeleton, Summon Bonewalker and Summon Bonelord.
  • Fixed an issue where the door to Chun-Ook Cabin, Ebonheart, was set to telport the player to the West Gash Region.
  • Fixed an issue where Clagius Clanler, the outfitter in Balmora, didn't own even half of the items in his shop.
  • Fixed an issue where the wooden bucket didn't have an icon represantative of the texture change in Rebirth.
  • Fixed two issues where Salen Ravel and Nibani Maesa didn't have their respective propylon index for sale.
  • Fixed an issue where some summons didn't have the 'Summoned' prefix as stated in the previous patch.
  • Fixed an issue where Suldreni Salandas Amulet didn't have a mesh assigned to it.
  • Fixed an issue where the sword Truthseeker had no enchantment.
  • Fixed an incorrect texture path in the Imperial Smelter mesh.
  • Fixed pathgrids issues in Gnaar Mok and Vivec Entrance.
  • Fixed landscape issues.
  • Fixed typos.


Morrowind Rebirth Changes

  • Merchants will now refuse bartering if you are carrying Corprus Weepings, Human Flesh, Human Heart, Human Eye, Sixth House Bell Hammer, Sixth House Dagger and Sixth House Shield. Down the line I will expand this to include

Coprus Meat.

  • The inhabitants of Dagon Fell have recieved clothes, armor and weapons from the Bloodmoon expansion. It only made sense due to it being a Nord colony situated so far north and close to Solstheim.
  • Propylon Indexes now sort properly in the players inventory (Example: Falensarano Propylon Index to Propylon Index: Falensarano).
  • Arangaer, owner of The Scribbled Scroll in Balmora, now has a larger selection of scrolls and staves.
  • Renamed common clothes that were introduced in the Bloodmoon expansion (example below):

- Common Shirt (regular) renamed to Nordic Common Shirt - Common Shirt (wool) renamed to Nordic Wool Shirt.

  • Tolmse Samori's shop in Balmora now offers enchanted clothes instead of cheap clothes.
  • Added shirts and shoes to some Dreamers that still had no clothes other than pants.
  • Torches and lanterns now have longer burn-duration, ranging from 5 to 10 minutes.
  • Traders now offer random lanterns and torches for sale instead of just torches.
  • Grand Soul Gems have been removed from leveled-lists, making them less common.
  • All type of traps are now somewhat stronger, making probes more usuful.
  • Nord Mead is no longer commonly found throughout Vvardenfell.
  • Dwemer weapons no longer ignore normal weapon resistance.
  • Summoned creatures now have half the soul-value of their regular counterparts, instead of 0.
  • Creature souls needed for constant effect enchantments are now the following:

- Wraith of Sul-Senipul - Lich-Priest Khelam - Lord Dregas Volar - Khash-Ti Dhrur - Warchief Kurog - Warchief Durgok - Dagoth Gares - Dreugh Warlord - Dahrk Mezalf - Gedna Relvel - Ash Vampires - Lord Of Shadows - Old Blue Fin - Rift Guardian - Wormmouth - Menta Na - Imperfect - Worm Lord - Karstaag - Dagoth Ur - Vivec - Hircine - Staada - Phnem - Barilzar - Ogoun

  • Due to the changes above the following effects are again available for enchanting:

- Restore Fatigue - Restore Magica - Levitation - Chameleon - Sanctuary

  • Blank Scrolls now comes in three qualities:

- Scroll: Low Quality (500 enchantment capacity). - Scroll: Medium Quality (750 enchantment capacity). - Scroll: High Quality (1000 enchantment capacity).

  • Better sorting

- Gauntlets, bracers and pauldrons now sort properly in the players inventory (example: Iron Right Gauntlet renamed to Iron Guantlet: Right) - Apprentice's Lockpick renamed to Lockpick: Apprentice's. - Journeyman's Lockpick renamed to Lockpick: Journeyman's. - Master's Lockpick renamed to Lockpick: Master's. - Grandmaster's Lockpick renamed to Lockpick: Grandmaster's. - Apprentice's Probe renamed to Probe: Apprentice's. - Journeyman's Probe renamed to Probe: Journeyman's. - Master's Probe renamed to Probe: Master's. - Grandmaster's Probe renamed to Probe: Grandmaster's. - Apprentice's Hammer renamed to Repair Hammer: Apprentice's - Journeyman's Hammer renamed to Repair Hammer: Journeyman's - Master's Hammer renamed to Repair Hammer: Master's - Grandmaster's Hammer renamed to Repair Hammer: Grandmaster's


Morrowind Rebirth Additions

New plugin:

Morrowind Rebirth 4.3 - Mercenaries This plugin adds 10 new mercenaries to the game, who will protect you for a small fee. They can all be found walking the streets of the major cities of Vvardenfell. Note that this plugin is still a work in progress, and will in due time be included in the main plugin.

Companions are capable of: - Following and waiting for player. - Can be set to wait outside buildings and will auto follow when player exits. - Can share/ carry equipment. - Can/ will levitate when player does. - Can/ will water walk when player does. - Can/ will cast intervention spells. - Can/ will cast recall spell (only to external cells). - Can leave players service when asked and another companion can then be hired. - Will tell the player (via messagebox) when they are injured. - If the companion dies everything will be reset and another companion can then be hired.

  • Balmora Docks and tweaks to Balmora

- Balmora now has a small dock, which seemed only reasonable with Balmora being situated by the river. - Walls have been raised in Balmora's manor district to prevent unwanted visitors sneaking in from the hillside to the west. - The bridge near Balmora has been tweaked to allow boats to pass under it. - The canal has been straighted out.

  • Odai Watchtower

- A huge brigde has been added near the mouth of the Odai River, making boats able to pass under it. Additional defences have also been set up to prevent bandits and creatures from hurting House Hlaalu's valueble trade-route.

  • Wolverine Hall revamp

- The interior of Wolverine Hall has undergone a complete revamp, making the layout much more logical and easier to navigate. Note that this still is a work in progress and some areas like the guard towers still need interiors.

New spells:

  • Starting spell "Regenerate: Weak" has been changed to "Restore Health: Weak".
  • Restore Health (5-5 for 4 seconds)
  • Restore Health: Strong (5-5 for 5 seconds)
  • Restore Health: Great (5-5 for 6 seconds)
  • Restore Health: Wild (5-5 for 7 seconds)
  • Restore Fatigue (5-5 for 4 seconds)
  • Restore Fatigue: Strong (5-5 for 5 seconds)
  • Restore Fatigue: Great (5-5 for 6 seconds)
  • Restore Fatigue: Wild (5-5 for 7 seconds)
  • Weakness to Frost: Strong (30-30 for 30 seconds).
  • Weakness to Shock: Strong (30-30 for 30 seconds).
  • Weakness to Poison: Strong (30-30 for 30 seconds).
  • Weakness to Fire: Strong (30-30 for 30 seconds).
  • Weakness to Magicka: Strong (30-30 for 30 seconds).
  • Weakness to Frost: Wild (50-50 for 30 seconds).
  • Weakness to Shock: Wild (50-50 for 30 seconds).
  • Weakness to Poison: Wild (50-50 for 30 seconds).
  • Weakness to Fire: Wild (50-50 for 30 seconds).
  • Weakness to Magicka: Wild (50-50 for 30 seconds).
  • Restore Companion Fatigue (5-5 for 5 seconds).
  • Restore Companion Health (5-5 for 5 seconds).
  • Restore Companion Magica (5-5 for 5 seconds).
  • Shield Companion (15-15 for 30 seconds).
  • Shield Companion: Strong (20-20 for 30 seconds).
  • Shield Companion: Great (30-30 for 30 seconds).
  • Shield: Strong (20-20 for 30 seconds).
  • Shield: Great (30-30 for 30 seconds).

New Clothing

  • Imperial Skirt variation

New Armor

  • Orcish Open Helm

New clothing:

  • Left Glove of Mending
  • Right Glove of Mending
  • Left Glove of Divinity
  • Right Glove of Divinity
  • Blessed Robe
  • Sacred Robe
  • Zealot's Robe
  • Robe of Destruction
  • Robe of Mysticism
  • Robe of Illusion
  • Robe of Conjuration
  • Robe of Restoration

New weapons:

  • Short Bow of Righteous Fire
  • Club of Righteous Fire
  • Dagger of Righteous Fire
  • Longsword of Righteous Fire
  • Shortsword of Righteous Fire
  • Spear of Righteous Fire
  • War Axe of Righteous Fire
  • Short Bow of Divine Lightning
  • Club of Divine Lightning
  • Dagger of Divine Lightning
  • Longsword of Divine Lightning
  • Shortsword of Divine Lightning
  • Spear of Divine Lightning
  • War Axe of Divine Lightning
  • Short Bow of Smiting
  • Club of Divine Smiting
  • Dagger of Divine Smiting
  • Longsword of Divine Smiting
  • Shortsword of Divine Smiting
  • Spear of Divine Smiting
  • War Axe of Divine Smiting


Balance

Lockpicks/probes/repair hammers

  • Apprentice's Armorer's Hammer value unchanged (10)
  • Journeyman's Armorer's Hammer value from 35 to 20.
  • Master's Armorer's Hammer value from 75 to 60.
  • Grandmaster's Armorer's Hammer value from 150 to 100.
  • Apprentice's Lockpick value unchanged (10)
  • Journeyman's Lockpick value from 35 to 20.
  • Master's Lockpick value from 75 to 60.
  • Grandmaster's Lockpick value from 150 to 100.
  • Apprentice's Probe value unchanged (10).
  • Journeyman's Probe value from 35 to 20.
  • Master's Armorer's Probe value from 75 to 60.
  • Grandmaster's Armorer's Probe value from 150 to 100.

Weapons/Armor

  • Wooden Staff enchantment capacity from 75 to 150.
  • Steel Staff enchantment capacity from 100 to 200.
  • Silver Staff enchantment capacity from 150 to 250.
  • Dwemer Staff enchantment capacity from 200 to 275.
  • Dreugh Staff enchantment capacity from 175 to 300.
  • Glass Staff enchantment capacity from 250 to 350.
  • Ebony Staff enchantment capacity from 300 to 400.
  • Daedric Staff enchantment capacity from 350 to 450.
  • Steel Spear reach from 1.6 to 1.7.
  • Adamantium Spear reach from 1.6 to 1.7.
  • Daedric Longspear reach from 1.6 to 1.7.
  • Dwemer Longspear reach from 1.6 to 1.7.
  • Steel Halberd reach from 1.4 to 1.6.
  • Helm of the Wolf's Heart value from 500 to 3250.
  • Haakon's Lucky Break value from 875 to 1225.
  • Ring of Raven Eye value from 3000 to 4250.
  • Aesliip's Ring value from 2500 to 14250.
  • Blood Axe value from 1750 to 4500.
  • Rammekald value from 300 to 1750.
  • Bloodskal value from 6500 to 9250.
  • Deceit value from 250 to 4750.
  • Treachery value from 250 to 4750.
  • Frostgore value from 1000 to 3750.
  • Iron Arrow value from 2 to 1.
  • Steel Arrow value from 4 to 2.
  • Silver Arrow value from 5 to 3
  • Bonemold Arrow value from 5 to 4.
  • Glass Arrow value from 10 to 8.
  • Ebony Arrow value from 15 to 12.
  • Daedric Arrow value from 30 to 20.
  • Iron Bolt value from 2 to 1.
  • Steel Bolt value from 3 to 2.
  • Silver Bolt value from 4 to 3.
  • Orchish Bolt value from 10 to 5.
  • Dwemer Bolt value from 15 to 6.
  • Chiting Throwing Star value from 2 to 1.
  • Iron Throwing Star Value from 4 to 2.
  • Steel Throwing Star value from 5 to 3.
  • Silver Throwing Star from 15 to 4.
  • Glass Throwing Star value from 25 to 10.
  • Ebony Throwing Star value from 175 to 14.
  • Steel Dart value from 5 to 4.
  • Silver Dart value from 8 to 6.
  • Ebony Dart value from 200 to 18.
  • Daedric Dart value from 350 to 26.

Enchantments

  • Robe of the Lich enchantment:

- Fortify Magica from 75-75 to 200-200. - Drain Health from 25-25 to 50-50

  • Skullcrusher enchantment:

- Fortify Attack from 5-5 to 10-10. - Feather from 15-15 to 50-50.

  • Staff of Hasedoki enchantment:

- Resist Magica from 25-50 for 30 seconds to 50-50 for 30 seconds.

  • Staff of Magnus enchantment:

- Restore Health from 1-1 for 30 seconds to 2-2 for 30 seconds.

  • Volendrung enchantment:

- Drain Health from 5-5 for 1 second to 10-10 for 1 second. - Paralyze from 2 seconds to 4 seconds. Daedric Crescent enchantment: - Disintegrate Armor from 5-25 to 25-25. Ice Blade of the Monarch enchantment: - Frost damage from 8-15 to 10-15. Mehrunes' Razor enchantment: - Weakness to Poison from 5-5 for 20 seconds to 25-25 for 30 seconds.

Spells (base cost)

  • Resist magica base cost from 0.6 to 0.5.
  • Silence base cost from 35 to 30.

Spells (general)

  • Resist Fire magnitude from 10-10 to 20-20.
  • Resist Frost magnitude from 10-10 to 20-20.
  • Resist Shock magnitude from 10-10 to 20-20.
  • Resist Poison magnitude from 10-10 to 20-20.
  • Resist Magicka magnitude from 10-10 to 20-20.
  • Resist Fire: Strong magnitude from 25-25 to 30-30.
  • Resist Frost: Strong magnitude from 25-25 to 30-30.
  • Resist Shock: Strong magnitude from 25-25 to 30-30.
  • Resist Poison: Strong magnitude from 25-25 to 30-30.
  • Resist Magicka: Strong magnitude from 25-25 to 30-30.
  • Resist Fire: Great magnitude from 50-50 to 40-40.
  • Resist Frost: Great magnitude from 50-50 to 40-40.
  • Resist Shock: Great magnitude from 50-50 to 40-40.
  • Resist Poison: Great magnitude from 50-50 to 40-40.
  • Resist Magicka: Great magnitude from 50-50 to 40-40.
  • Flameguard magnitude from 75-75 to 50-50.
  • Frostguard magnitude from 75-75 to 50-50.
  • Shockguard magnitude from 75-75 to 50-50.
  • Poisonguard magnitude from 75-75 to 50-50.
  • Magicaguard magnitude from 100-100 to 50-50.
  • Resist Fire: Variable magnitude from 5-25 to 10-50.
  • Resist Frost: Variable magnitude from 5-25 to 10-50.
  • Resist Shock: Variable magnitude from 5-25 to 10-50.
  • Resist Poison: Variable magnitude from 5-25 to 10-50.
  • Resist Magicka: Variable magnitude from 5-25 to 10-50.
  • Weakness to Fire magnitude from 25-25 to 20-20.
  • Weakness to Frost magnitude from 25-25 to 20-20.
  • Weakness to Shock magnitude from 25-25 to 20-20.
  • Weakness to Poison magnitude from 25-25 to 20-20.
  • Weakness to Magica magnitude from 25-25 to 20-20.
  • Weakness to Fire: Great magnitude from 50-50 to 40-40.
  • Weakness to Frost: Great magnitude from 50-50 to 40-40.
  • Weakness to Shock: Great magnitude from 50-50 to 40-40.
  • Weakness to Poison: Great magnitude from 50-50 to 40-40.
  • Weakness to Magica: Great magnitude from 50-50 to 40-40.
  • Firebloom magnitude from 1-16 for 2 seconds to 2-14 for 2 seconds.
  • Frostbloom magnitude from 1-16 for 2 seconds to 2-14 for 2 seconds.
  • Shockbloom magnitude from 1-16 for 2 seconds to 2-14 for 2 seconds
  • Wild Firebloom magnitude from 1-18 for 3 seconds to 6-18 for 2 seconds.
  • Wild Frostbloom magnitude from 1-18 for 3 seconds to 6-18 for 2 seconds.
  • Wild Shockbloom magnitude from 1-18 for 3 seconds to 6-18 for 2 seconds.
  • Reflect: Great magnitude from 25-25 to 40-40.
  • Lightning Storm area of effect from 8 to 10.
  • Poisonous Cloud area of effect from 8 to 10.
  • Fire Storm area of effect from 8 to 10.
  • Frost Storm area of effect from 8 to 10.
  • Paralysis duration from 3 to 5 seconds.
  • Silence duration from 5 to 10 seconds.

- Poison spells now have much longer duration, but generally deal more damage compared to similar frost, fire and shock spells (to make up for the low dps). These changes will as a side effect make cure poison potions/spells essential for preventing poison damage over and extended period of time.

  • Poisonbite [ranged] magnitude from 5-15 to 1-3.
  • Poisonbite [ranged] duration from 2 to 10.
  • Poisonbite magnitude from 5-15 to 1-3.
  • Poisonbite duration from 2 to 10.
  • Poisonous Touch magnitude from 10-30 to 3-3.
  • Poisonous Touch duration from 1 to 10.
  • Poisonbloom magnitude from 2-14 to 1-4.
  • Poisonbloom duration from 2 to 10.
  • Poisonbloom: Wild magnitude from 8-18 to 1-5.
  • Poisonbloom: Wild duration from 2 to 10.
  • Poisonous Cloud magnitude from 5-12 to 2-4.
  • Poisonous Cloud duration from 3 to 10.
  • Poison magnitude from 5-20 to 1-5.
  • Poison duration from 1 to 5.


Graphics

  • Included an optimized version of the comberry plant and ingredient replacer. This new version will also fix an issue where the berries appeared overly shiny in OpenMW.
  • Removed the mesh replacer for the Spear of Bitter Mercy as the scale of the mesh was incorrect (way too big).
  • Most if not all rocks had uv issues where the textures appeared streched out. This has been fixed.
  • Sorkvild's journals and Old Journal has recieved a minor art pass.
  • New model/texture/icon for Absinthe.

Misc

  • Removed meshes ex_hlaalu_canal_01 to ex_hlaalu_canal_13 to fix clipping issues with custom meshes introduced by Rebirth.


Racial Diversity changes:

Dunmer

  • Protective Spirit

- Sanctuary 25-25 points for 30 seconds to 25-25 points for 60 seconds.

Argonian

  • Amphibian

- Water Breathing 180 seconds from power to spell (0 cost).

Redguard

  • Defensive Stance

- Fortify Block 25-25 points for 30 seconds to 25-25 points for 60 seconds.

Khajit

  • Primal Rage

- Fortify Strength 10-10 points for 30 seconds to 20-20 points for 60 seconds. - Fortify Attack 10-10 points for 30 seconds to 10-10 points for 60 seconds. - Weakness to Normal Weapons 20-20 points for 30 seconds removed.

Orc

  • Bloodlust

- Fortify Endurance from 20-20 points for 30 seconds to 20-20 points for 60 seconds. - Fortify Strength from 20-20 points for 30 seconds to 20-20 points for 60 seconds.

Nord

  • Shor's Judgement

- Frost Damage from 25-50 points for 1 second to 5-10 points for 5 seconds. - Added Weakness to Frost on touch 50-50 points for 30 seconds.

  • Brawling Headbutt

- Paralyze from 5 seconds to 6 seconds.

Imperial

  • Call To Arms

- Renamed to 'Emperor's Will' - Calm Humanoid from 30-30 points for 10 seconds to 50-50 points for 15 seconds

  • Sanctuary

- Renamed to 'Septim's Song' - Fortify Personality 20-20 points for 60 seconds.


Balmora's Underworld changes:

  • Removed a ton of unecessary clutter in the 'Thousand Lanterns Way' in an effort to improve performance.
  • Traders now have more money and a lot more to offer.

Version 4.2Edit

Vanilla Fixes

  • Removed 'Resist Corprus Disease: Variable', 'Resist Corprus Disease: Strong', 'Resist Corprus Disease: Great' and 'Weakness to Corprus Disease' from NPCs as the spells were useless and didn't have any effect on gameplay.
  • Removed 'Ghost Curse', 'Ogrul's Quick Again', 'Scrib Paralysis', 'Alit Bite', 'Wrath of Uthol' and 'Grave'-curses from NPCs as they are special spells not intended to be used by unique NPCs or creatures.
  • Shuzug gro-Bug and Shagdub gra-Murz, Tel Aruhn could sometimes appear naked due to their skills in light armor being set too low.


Morrowind Rebirth Fixes

  • Fixed an issue where the spell 'Burden of Sin' being set as 'target' instead of 'touch' caused an "invalid trap" error message appearing under certain circumstances.
  • Fixed (potentially) an issue where the minaret in Gnisis were missing which caused floating banners and other statics hanging in the air next to the temple.
  • Fixed an issue where it was impossible to get out of the Deadlands if you didn't have a access to levetation spells/enchantments.
  • Fixed an issue where a missing texture for the St.Felms statue 'tr_st_statue.dds' could cause the game to crash.
  • Fixed an issue where the bridge connecting Vivec Entrance and Vivec was floating above ground.
  • Fixed issues where light-sources had too low light radius, making some areas too dark.
  • Fixed some texture issues on the Silver Battle Axe.
  • Fixed collision issues with some plants/flowers.
  • Fixed spaces and underscores in NPC names.
  • Landscape fixes and improvements.
  • Fixed doubling issues.


Morrowind Rebirth Changes

  • Vampire clan vendors have recieved tweaks so that they offer more meaningful items for sale. They also have more money and some items like ammo, probes, potions and repair items now restock.
  • Removed the (horrendous) female variations of the Imperial Cuirass and Imperial Chain Cuirass introduced by the expansions.
  • The outfitter in Balmora, Clagius Clanler, now is more of an oddball trader rather than another pawnbroker.
  • Most vendors that deal with potions now restock and have a larger selection to choose from.
  • All named Ash Ghouls now have a unique model to set them apart from regular Ash Ghouls.
  • Randomized the amount of gold in all containers that used to have a set amount of gold.
  • All summons now emit a small white light and are somewhat trancelucent.
  • Lowered the volume of some in-game effects that were painfully loud.
  • Added a few more basic spells to Arrille such as Jump and Feather.
  • Randomized the content of urns that used to have just bonemeal.
  • Arangaer, The Scribbled Scroll, Balmora no longer sell spells.
  • All summons now have the prefix "Summoned" in their name.
  • Dreamers (talkers), are no longer half-naked and unarmed.
  • The topic 'Ald Redaynia' now mentions that it's a village rather than a site of an old ruined wizard's tower.
  • The topic 'Pelagiad' now mentions the Mages Guild in Pelagiad.
  • The topic 'Imperial Legion' now mentions Fort Ashmoth.
  • The topic 'Forts' now mentions Fort Ashmoth.
  • Elone's Directions now mentions Seyda Outpost.
  • Travel guides no longer have the barter option.
  • Greatly improved performance in Seyda Neen.
  • Kwama Foragers are now hostile again.
  • A ton of misc tweaks.


Morrowind Rebirth Additions

  • New places of interest such as ruins, ancient battlefields, bandit camps etc.
  • Added a proper sleeping quarters to Guild of Fighters, Balmora.
  • Added a palisade to Gnaar Mok plus additional detailing.
  • Added 28 new enchanted Dwemer weapons to leveled-lists.
  • Added 8 new enchanted shields to leveled-lists.
  • Added 8 new enchanted staffs to leveled-lists.
  • Lots of new props around Vvardenfell.
  • Added 25 new seasonal rumors.
  • New creature:

- Dremora Archer

  • New Artifact:

- Frostsong

  • New armor

- Dwemer Towershield

  • New Spells

- Spelldrinker: Wild


Balance

Game settings

  • Tweaks to hand-to-hand damage output by changing 'fmaxhandtohandmult' from 1.000 to 0.7500, as it was a bit too strong at higher skill levels (0.500 vanilla).
  • Drastically lowered the cost for creating enchantments by changing 'fenchantmentvaluemult' from 800 to 500 (1000 vanilla).
  • The distance at which NPCs greet the player has been lowered from 3 to 2 (6 vanilla).
  • The maximum attribute multiplier has been decreased from 5x to 4x:

- No skill increases = no multiplier (1 point) - 1–4 skill increases = 2× - 5–7 skill increases = 3× - 8–10 skill increases = 4×

  • Min running speed from 120 to 125 (100 vanilla).
  • Max running speed from 160 to 200 (200 vanilla).

Creatures

  • Bloodmoon summons Wolf and Bonewolf has recived a bit more health + reduced magica cost.
  • Alits now have a 50 % resistance to poison.
  • Skeleton movement speed from 50 to 60.

Weapons

  • Dagoth Dagger value from 75 to 125.

Clothing

  • Exquisite Amulet enchantment capacity from 60 to 160.
  • Extravagant Amulet enchantment capacity from 30 to 100.
  • Expensive Amulet enchantment capacity from 15 to 60.
  • Exquisite Ring enchantment capacity from 60 to 80.
  • Extravagant Ring enchantment capacity from 30 to 50.
  • Expensive Ring enchantment capacity from 15 to 30.
  • Emperor's Defence value from 975 to 2250.
  • Alchemist's Robe value from 1750 to 2750.

Spells (base cost)

  • Weakness to Fire base cost from 0.3 to 0.2.
  • Weakness to Shock base cost from 0.3 to 0.2.
  • Weakness to Poison base cost from 0.3 to 0.2.
  • Weakness to Frost base cost from 0.3 to 0.2.
  • Resist Blight Disease base cost from 2.0 to 0.5.
  • Resist Common Disease base cost from 0.5 to 0.4.
  • Absorb Fatigue base cost from 14 to 10.
  • Spell Absorption base cost from 6 to 0.8.
  • Absorb Magica base cost from 14 to 12.

Spells (general)

  • Energy Leech magnitude from 5-25 to 25-25.
  • Tap Energy magnitude from 12-12 to 20-20.
  • Spelldrinker: duration from 5 to 15 seconds.
  • Spelldrinker: Strong duration from 5 to 15 seconds.
  • Spelldrinker: Great duration from 5 to 15 seconds.
  • Spell Absorption duration from 5 to 15 seconds.

Graphics

  • New meshes for Steel Broadsword, Nordic Iron Helm, Cavern Beams, Baskets, Crates and more!
  • New mesh/texture/icon for the shield Emperor's Defence.
  • Improved the look of the Iron Crossbow.
  • New icon for the Silver Katana.

Misc

  • New extensive readme.

Version 4.1Edit

Vanilla Fixes

  • Fixed an issue with the Ald Daedroth Shrine's blessing: "Blessings of the Fourth Corner", which granted the player Fortify Willpower for 14400 seconds instead of 1440 seconds.
  • Added railings to the upper section of the Heart Chamber, making it less likely that Dagoth Ur falls of the platform and into the lava below.
  • Yadba gro-Khash, an orc in Valenvaryon, was set as neutral to the player instead of hostile.
  • Included a fix for broken Goblin knockdown animation.
  • The Riekling Minion was misspelled (Riekling Minon).
  • Fixed a couple of missplaced doors in Sadrith Mora.


Morrowind Rebirth Fixes

  • Fixed a 'Services' topic where it's stated that "The Evil Mudcrab" among other locations can be found in Seyda Neen, even though that's no longer the case.
  • Fixed the topic "strong souls", which stated that Storm Atronachs are considered "strong souls", which is no longer true due to the changes in Rebirth.
  • Fixed an issue where it said "The Ascadian Isles" instead of "Vivec" in the travel menu when traveling by the Silt Strider.
  • Fixed an issue where Crippled Skeleton and Riekling Raider used werewolf sounds instead of their original sounds.
  • Fixed an issue where a number of NPCs offered training in mercantile where they should have offered other skills.
  • Fixed an issue where Cassius, the shipmaster in Seyda Neen, sometimes fell off the docks and into the water.
  • Fixed and optimized the following meshes: 'flora_bc_tree_07', 'flora_tree_ai_05' and 'flora_tree_04'.
  • Fixed NPC pathfinding in Ebonheart, Balmora, Ald'Ruhn and in Ministry of Truth, Prison Keep.
  • Fixed a missplaced teleport marker in Ald'Ruhn, Temple: Temple Affairs Offices.
  • It's now much easier to steal the book Chimarvamidium from Sirilonwe in Vivec's Guild of Mages.
  • The Riekling Shaman had an underscore instead of a space in its display label.
  • Golden Saint weapon leveled-list was set to 95 % none instead of 0 % none.
  • Removed dripping water sound effect from The Silver Barrel (tavern).
  • Poisonbloom: Wild now causes Poison Damage instead of Fire Damage.
  • Fixed an issue where the player were unable to enter Fort Ashmoth.
  • Fixed a large wall-gap in Seatring the Nord's house, Molag Mar.
  • Hlard will no longer wear two pair of Iron Boots.
  • Less statues! Less Imperials! Less is more!
  • Fixed typos.


Morrowind Rebirth Changes

  • Better (and correct) "toxic potion", "absorption spells", "absorption spells", "restore potions", "restore spells", "fortify potions" and "fortify spells" topics which were overly rambly, sometimes incorrect, and didn't represent how actual people speak ("Toxic potions include: drain strength, drain intelligence, drain willpower" etc).
  • Better (and correct) tooltip descriptions for Fire Shield, Frost Shield, Lighting Shield, Weakness to Blight Disease, Weakness to Common Disease, Resist Blight Disease, Resist Common Disease, Absorb Health, Absorb Magica and Absorb Fatigue.
  • Removed and replaced daedra and undead spawns in Ilunibi with 6.th house spawns (where you meet Dagoth Gares).
  • Removed Golden Saint armor as it caused too much clipping and didn't really didn't fit both sexes.
  • The Silver Barrel tavern is now more of a 'generic' tavern rathern than an imperial outpost.
  • Diseased Mudcrab, Cliffracer, Shalk and Rat will no longer attack the player on sight.
  • Kwama Foragers will no longer attack the player on sight.
  • Blank scrolls and soul gems have been added to enchanters across Vvardenfell.
  • The entryway to the Deadlands is now more subtle, meaning no oblivion gate.
  • Some visual changes to the Deadlands making it appear less 'cramped'.
  • Magica potions have been added to more alchemists across Vvardenfell.
  • Bedrolls and Campfire Kits are now much more difficult to come by.
  • Blue/Green Bug Shield renamed to Blue/Green Ashlander Shield.
  • Skeletons wearing fur armor will now only spawn in Solstheim.
  • Skeletons wearing orc armor are now rare encounters.
  • A majority of the NPCs in Ald Redaynia are now Dunmer.
  • Renamed Frost Giant to Jotun (old norse for 'giant')
  • Removed the Flesh Atronach from the mod.
  • Removed the Treant from the mod.
  • Visual tweaks here and there.
  • Renamed several spell effects

Vampire spells: - Vampirism (Immunities) renamed to Vampiric Immunities. - Vampirism (Sun Damage) renamed to Vampiric Anathema. - Vampirism (Attributes) remade to Vampiric Anatomy. - Vampirism (Skills) renamed to Vampiric Dexterity. - Vampire's Kiss renamed to Vampiric Kiss. - Vampire Touch renamed to Vampiric Grasp. - Vampire Fly renamed to Vampiric Flight. Werewolf spells: - Werewolf Transformation renamed to Werewolf Transfiguration. - Werewolf Resistances renamed to Werewolf Resilience. - Weak from Bloodlust renamed to Werewolf Bloodlust. - Spirit of the Wolf renamed to Werewolf Metabolism. - Eye of the Wolf renamed to Werewolf Awareness.


Morrowind Rebirth Additions

  • A new dungeon from the creator of Fort Renius and Balmora's Underground, Fulgore! Explore the ruins of Valenren, a medium sized dungeon filled with loot and horrors.
  • The area around Tel Vos/Vos has been much improved to look more natural.
  • Restored the old natural stone-bridge in the northern part of Gnisis.
  • Ashlanders now have a specific set of textures for their bedrolls.
  • Drastically increased the hight and width of Mount Assarnibibi.
  • The dock in Ebonheart has been reworked from scratch.
  • Fort Darius, Gnisis, has been reworked from scratch.
  • Some Hlaalu settlements now have toilets.
  • Added more Dreamers.
  • New creatures

- Swamp Betty Netch - Swamp Bull Netch - Ash Betty Netch - Ash Bull Netch - Shalk Blueback - Shalk Greenback

  • New spells

- Sanctuary: Wild

  • New Armor

- Open Steel Helmets - Open Iron Helmet

  • New weapons

- Dwemer Longsword - Chitin Longsword - Silver Saber

  • New artifacts

- Lizard's Eye (Ring) - Stinger (Sword)


Balancing

Creatures

  • The Rat, Packrat and Scrib that you can buy from Rerlas Mon have been given more health, damage and a regenerate health ability, which should make them a bit more useful in combat situations.
  • Dremora Lord of Inspiration, Dremora Lord of Terror and Dremora Lord of Divinity will no longer drop excellent weapons such as ebony and daedric.
  • Standardized resistances for all gods (Almalexia, Dagoth Ur and Vivec), and added resistances where there were none.
  • Udyrfrykte now has a 50 % resistance to all elements instead of immunity to all elements.
  • Increased the level of all named Dagoths/Ash Creatures to make them less vulnerable to Command-spells.
  • Ascended Sleepers now have 25 % resistance to all elements, plus immunity to paralyzation.
  • All Ash-creatures and Dagoths now have the regenerate ability (due to being infected with Corprus).
  • All Ash-creatures now have 25 % resistance to Fire.
  • Ash Slaves and Ash Gouls no longer reflect damage.
  • All Atronachs are now immune to Poison Damage.
  • Winged Twilight soul value from 300 to 400.
  • Dagoth Ur (first encounter) health from 1600 to 1500.
  • Almalexia (warrior) health from 3000 to 2500.
  • Almalexia health from 3000 to 2000.
  • Vivec health from 3000 to 2000.
  • Storm Atronach health from 110 to 125.
  • Flame Atronach health from 90 to 100.
  • Ash Vampire health from 650 to 750.
  • Ash Zombie health from 140 to 200.
  • Blighted Shalk health from 80 to 120.
  • Shalk health from 40 to 60.
  • All the Dagoth Brothers now specialised in various fields of magic:

- Dagoth Gilvoth: Daedra Summoner. - Dagoth Vemyn: Undead Summoner. - Dagoth Uthol: Shock/Poison/Fire/Frost. - Dagoth Tureynul: Shock. - Dagoth Odros: Poison. - Dagoth Araynys: Fire. - Dagoth Endus: Frost.

Weapons/Armor

  • Increased all clubs maximum chop damage by 2 points + revised the Daedric Club completely.
  • Ice Blade of the Monarch value from 38500 to 30500.
  • Wall of Cyrodiil value from 2250 to 4250.
  • Wall of Cyrodiil AR from 25 to 28.
  • Cleaver of St. Felms weight from 40 to 30.
  • Daedric Crescent weight from 40 to 36.
  • Scourge weight from 40 to 32.
  • Daedric Tower Shield weight from 50 to 45.
  • Daedric Shield weight from 45 to 40.
  • Daedric Greaves weight from 55 to 50.
  • Daedric Cuirass weight from 70 to 60.
  • Daedric Boots weight from 45 to 40.
  • Daedric Shortsword weight from 38 to 32.
  • Daedric Longsword weight from 46 to 38.
  • Daedric Claymore weigth from 50 to 42.
  • Daedric Dagger weigth from 22 to 24.
  • Daedric Staff wieght from 30 to 28.
  • Daedric Mace weight from 40 to 34.
  • Daedric Katana weight from 44 to 36.
  • Daedric Dai-katana weight from 48 to 40.
  • Daedric Wakizashi weight from 36 to 30.
  • Daedric Tanto weight from 24 to 22.
  • Daedric War Axe weight from 44 to 38.
  • Daedric Warhammer weight from 58 to 50.
  • Daedric Battle Axe weight from 52 to 44.
  • Daedric Longbow weight from 28 to 26.
  • Daedric Club weight from 32 to 28.
  • Daedric Spear from 34 to 30.

Spells (base cost)

  • Cure Blight Disease base cost from 700 to 600.
  • Cure Common Disease base cost from 500 to 400.
  • Weakness to Magica base cost from 0.3 to 0.5.
  • Weakness to Poison base cost from 0.2 to 0.3.
  • Weakness to Shock base cost from 0.2 to 0.3.
  • Weakness to Frost base cost from 0.2 to 0.3.
  • Weakness to Fire base cost from 0.2 to 0.3.
  • Disintegrate Weapon base cost from 5 to 2.5.
  • Disintegrate Armor base cost from 5 to 2.5.
  • Charmeleon base cost from 1.1 to 0.9.
  • Sanctuary base cost from 1.0 to 0.8.
  • Drain Health base cost from 6 to 8.
  • Sound base cost from 1.0 to 0.4.
  • Blind base cost from 1.6 to 1.2.

Spells(general)

  • Increased the magnitude for all blind spells.
  • Earwig magnitude from 15-15 to 20-20.
  • Earwig: Cruel magnitude from 20-20 to 30-30.
  • Earwig: Dire magnitud from 30-30 to 40-40.
  • Earwig: Wild magnitud from 45-45 to 50-50.
  • Disintegrate Weapon magnitude from 40 to 50.
  • Disintegrate Armor magnitude from 40 to 50.
  • Sanctuary magnitude from 15-15 to 20-20.
  • Sanctuary: Great magnitude from 45-45 to 40-40.

Blight Diseases

  • Ash Woe Blight

- Drain Intelligence 20-40 to 30-30. - Drain Willpower 20-40 to 30-30.

  • Black-Heart Blight

- Drain Endurance 20-40 to 20-20. - Drain Strength 20-40 to 20-20. - Drain Athletics 20 points.

  • Chanthrax Blight

- Drain Agility 20-40 to 20-20. - Drain Speed 20-40 to 20-20. - Drain Acrobatics 20 points.

  • Ash-chancre

- Drain Personality 40 points (unchanged). - Drain Speechcraft 20 points.

Enchantments

  • Chrysmere enchantment:

- Resist fire magnitude from 5-20 from 30 seconds to 25-25 for 30 seconds. - Reflect magnitude from 5-20 from 30 seconds to 25-25 for 30 seconds. - Restore health magnitude from 5-5 for 1 second to 2-2 for 30 seconds.

  • Sheogorath's Signet Ring enchantment:

- Drain Attribute: Willpower, from 20 points to 10 points.

  • Fang of Haynekhtnamet enchantment:

- Shock Damage from 25-50 to 20-20.

Misc

  • Rare and valuable ingredients are now less likely to spawn in Dwemer containers (from 75 % none to 85 % none).
  • Set 'fenchantmentchancemulti' from 3.0 to 0.8, which will make self-enchanting much more reliable and useful.
  • Rare items (Glass/Ebony etc) now have a much lower chance to appear in merchants' inventories.
  • Increased the level and health of all members of the Aundae, Berne and Quarra-clans
  • Vampire Sun Damage from 5-5 to 10-10.


Graphics

  • New models for Divine Metaphysics, The Egg of Time, Wraithguard Her Hands Shield, Her Hands Helmet, Iron Armor set, Riekling Shield, Silver Katana, Queen of Bats, Iryon Silver Dagger, Othril Silver Dagger,

Rathalas Silver Dagger, Mace of Molag Bal, Silver Battle Axe, Moon and Star, Fang of Hynekhtnamet, Daedric Crescent, Bittercup, Azura's Star, Crosier of St. Llothis, Cleaver of St. Felms, Staff of Hasedoki, Scourge, Skullcrusher, Volendrung, Goldenbrand, Spear of Bitter Mercy, Mehrunes' Razor, Chrysamere, Sunder, Skeleton Key, Umbra, Fork of Horripilation, Keening and Ebony Dagger.

  • New icons for Dwemer Bolt, Silver Katana, Silver Longbow, Adamantium Longbow, Imperial Templar Tower Shield and Wall of Cyrodiil.
  • Removed animations from almost all trees and bushes, which will improve performance significantly.
  • Tweaked the Frost Giant model to make it look less civilized.
  • A ton of new meshes fixing various uv and texture-issues.
  • New model for the Swamp Troll.
  • New trees for the Grazelands.
  • New model for Windmills.


Other changes

  • Changed the name of the patch included in Rebirth from 'Morrowind Rebirth 4.1 - Morrowind Patch 1.6.5 Beta [Rebirth Edit]' to 'Morrowind Rebirth 4.1 - Morrowind Patch 1.6.5 [Rebirth]'. This to fix an issue

where clicking 'data files' in the launcher caused it to crash.

  • Included optional texture replacers for the Bitter Coast and the West Gash regions.
  • Cleaned up the file-archive.
  • Cleaned the main plugin.
  • Updated the readme.

Version 4.0Edit

Morrowind Rebirth - Main Plugin

Vanilla Fixes

  • Included a fix for extravagant_robe_01_b, which had a gap in the back of the robe.
  • Delyna Mandas will no longer carry two glass stormblades.
  • Ranes Ienith will no longer carry two glass jinkblades.
  • Fixed Imperial Tavern window UV issue


Morrowind Rebirth Fixes

  • Various fixes and optimizations for the following meshes: 'flora_heather_01', 'furn_de_ex_stool_02', 'furn_de_ex_table_02', 'flora_tree_03' 'flora_tree_wg_05', 'flora_bc_tree_07' and 'flora_bc_tree_08'.
  • Removed sneak script, which made guards follow you while sneaking, as it didn't work as intended and created several AI issues.
  • Moved an NPC [Zalit Sadri] from a road in the Molag Amur region to ensure better compatibility with LGNPC Pax Redoran.
  • Fixed an issue where the door to Dagoth Ur, Outer Facility transported you to Abaelun Mine
  • Removed misplaced lock-script on Dren Plantation, Shipping House door.
  • The door to Gorvas Vule's Tower cellar is no longer inaccessible.
  • Added AI-packages to Hill Giant, Frost Giant and Frost Monarch.
  • New improved icon for Absinthe.


Morrowind Rebirth Changes

  • Dreughs have recieved a spell which burdens the player (one cast per creature). Lone creatures won't be particularly harmful, but in groups they will be leathal.
  • Most NPCs whom will follow you at any time throughout the game have been given a boost to different stats such as athletics, acrobatics or health.
  • Combat delay (the pause between each attack from NPCs/creatures) has been reverted to original values.
  • Better spell sorting wherever possible. For example 'Strong Fire Shield' to 'Fire Shield: Strong'.
  • Sirollus Saccus no longer provides an unlimited amount of secret masters hammers.
  • Fire/Frost/Storm Atronachs will no longer cast shield Fire/Frost/Shock Shield.
  • Dremoras (Dremora Lords exluded) no longer cast Fire Shield.
  • Dark Brotherhood assassins apparel are now visually different based on rank.
  • Golden Saints will now use Silver Weapons instead of Bound weapons.
  • Arrille, Seyda Neen, now has a few more basic spells for sale.
  • Dren Plantation has recieved a major overhaul to the outlying farmland.
  • Andrades's Tradehouse, Balmora, has recieved a minor overhaul.
  • Seyda Outpost, Seyda Neen, has recieved a minor overhaul.
  • Vivec Entrance has recieved a major overhaul.
  • Restocked vendors in Vos with some rather interesting objects.
  • Enchantment recharge per second from 0.0250 to 0.0100.
  • Health regeneration (base value) has been slowed down.
  • Daedras will no longer spawn in the wild.
  • Fixed hundreds of floaters.
  • Fixed typos.


Morrowind Rebirth Additions

  • Bounty Hunters will now approach you in different areas, mainly taverns, if you have a bounty of 500 or more.
  • Expanded Samarys Ancestral Tomb, the tomb where you can find the Mentor's Ring.
  • Expanded the interior of Fort Ashmoth (added by Rebirth).
  • Visual additons/enhancements here and there.
  • New creatures:

- Greater Skeleton Warrior (new model) - Greater Skeleton Archer (new model) - Crippled Skeleton (new model) - Skeleton Marksman (crossbow) - Skeleton (new model) - Skeleton Lightning Mage - Skeleton Frost Mage - Skeleton Fire Mage - Lightning Guardian - Frost Guardian - Fire Guardian New spells: - Poisonbloom: Wild - Firebloom: Wild - Frostbloom: Wild - Frostball: Dire - Fireball: Dire - Elemental Burst - Resist Elements

  • New clothing:

- Exquisite Gloves

Balancing

Creatures

  • Dwarven Spectres are now immune to poison and paralyzation.
  • Bull/Betty netches now have a 75 % resistance to poison.
  • Ancestor Ghosts are now immune to paralyzation.
  • Storm Atronach speed from 14 to 18.
  • Earth Atronach speed from 9 to 20.
  • Frost Monarch speed from 15 to 45.
  • Frost Giant speed from 15 to 35.
  • Hill Giant speed from 15 to 45.
  • Lich health from 280 to 300.

Potions

  • Changes to potion weight:

- Exclusive potion weight from 0.25 to 0.50 - Quality potion weight from 0.50 to 0.75 - Standard potion weight from 0.75 to 1.0 - Cheap potion weight from 1.0 to 1.25 - Bargain potion weight (1.5)

  • Changes to all fortify potions:

Magnitude - Fortify: Bargain magnitude from 5 to 6 - Fortify: Cheap magnitude (8) - Fortify: Standard magnitude (10) - Fortify: Quality magnitude from 15 to 12 - Fortify: Exclusive magnitude from 20 to 14

Cost - Fortify: Bargain cost from 5 to 20 - Fortify: Cheap cost from 15 to 40 - Fortify: Standard cost from 30 to 60 - Fortify: Quality cost from 60 to 80 - Fortify: Exclusive cost from 90 to 100

  • Changes to all beverages:

Magnitude:

  • Cyrodiilic Brandy fortify willpower/endurance magnitude from 20 to 10.
  • Sujamma fortify strength/drain intelligence magnitude from 25 to 20.
  • Shein fortify endurance/drain personality magnitude from 20 to 15.
  • Nord Mead fortify strength/drain agility magnitude from 30 to 25.
  • Mazte fortify strength/drain willpower magnitude from 20 to 15.
  • Telvanni bug musk fortify personality magnitude from 25 to 15.
  • Flin fortify willpower/strength magnitude from 20 to 15

Weapons/Armor

  • Bound weapons/armor no longer provide any additional skill bonuses when 'conjured'.
  • Decreased the value of devil, demon and fiend helmets.
  • Arrow of Wasting Flame/Shard/Spark/Viper value from 20 to 6.
  • Azura's Servant value from 25450 to 14250.
  • Telvanni Dust Adept Helm AR from 5 to 8.
  • Telvanni Mole Crab Helm AR from 6 to 10.
  • Snow Bear Armor AR from 35 to 40.
  • Claymores/Dai-Katanas reach from 1.5 to 1.4.

Spells (base cost)

  • Fortify Attribute base cost from 0.5 to 0.6.
  • Weakness to Fire base cost from 0.25 to 0.2.
  • Weakness to Frost base cost from 0.25 to 0.2.
  • Weakness to Poison base cost from 0.25 to 0.2.
  • Weakness to Shock base cost from 0.25 to 0.2.
  • Weakness to Magica base cost from 0.25 to 0.3.
  • Detect Enchantment base cost from 0.5 to 0.8.
  • Detect Creature base cost from 0.5 to 0.8.
  • Detect Key base cost from 0.5 to 0.8.
  • Resist Magica base cost from 0.5 to 0.6.
  • Resist Shock base cost from 0.4 to 0.3.
  • Resist Poison base cost from 0.4 to 0.3.
  • Resist Fire base cost from 0.4 to 0.3.
  • Resist Frost base cost from 0.4 to 0.3.
  • Charm base cost from 3.0 to 2.5.
  • Command Humanoid base cost from 4 to 3.5

Spells (general)

  • Free Action (cure paralyzation on self) changed from self to target.
  • God's Fire/Frost/Spark magnitude from 10-50 to 15-30.
  • Wild Open magnitude from 50-75 to 75.
  • Summon spells duration from 60 to 45 seconds.

Starting Spells (new) New spells that are weaker variations of existing spells. These spells carry a low magica cost (4-6 points), which enables low level mages a chance to practice their skills without running out of magica all the time.

  • Destruction:

- From 'Firebite' (Fire Damage 10-25 points) to 'Elemental Burst: Weak' (Fire/Frost/Shock damage 4-6 points for each element). - From 'Exhausting Touch' (Drain Fatigue 10-10 for 30 seconds) to 'Exhausting Touch: Weak' (Drain Fatigue 10-10 for 15 seconds).

  • Mysticism:

- From 'Detect Animal' (Detect Creature 10-10 points for 30 seconds) to 'Reflect: Weak' (Reflect 10-10 points for 15 seconds). - From 'Tap Energy' (Absorb Fatigue 12 points) to 'Tap Energy: Weak' (Absorb Fatigue 8 points).

  • Restoration:

- From 'Hearth Heal' (Restore Health 15-30 points) to Regenerate: Weak (Restore Health 5 points for 3 seconds). - From 'Feet of Notogo' (Fortify Attribute: Speed 10 points for 90 seconds) to 'Haste: Weak' (Fortify Attribute: Speed 10 points for 30 seconds).

  • Conjuration

- From 'Summon Ancestral Ghost' (Summon Ancestral Ghost for 45 seconds) to Summon Skeleton: Weak (Summon Skeleton for 15 seconds). - From 'Bound Dagger' (Bound Dagger for 45 seconds) to 'Command Creature: Weak' (Command Creature 5 points for 15 seconds).

  • Alteration

- From 'Water Walking (Water Walking for 30 seconds) to 'Water Walking: Weak (Water Walking for 15 seconds). - From 'Shield' (Shield 15 points for 30 seconds) to 'Shield: Weak (Shield 10 points for 30 second).

  • Illusion:

- From 'Charmeleon' (Charmeleon 20 points for 15 seconds) to Charmeleon: Weak (Charmeleon 10 ponts for 15 seconds). - From 'Sanctuary' (Sanctuary 15 points for 15 seconds) to Sanctuary: Weak (Sanctuary 10 points for 15 seconds).

Enchantments (items/scrolls)

  • Feather Ring, Feather Belt and Feather Shield enchantments:

- Feather magnitude from 20 to 50.

  • Lord's Mail

- Resist Magica magnitude from 5-25 points for 30 seconds to 25-25 for 30 seconds. - Restore Health magnitude from 20-20 to 25-25. - Enchantment capacity from 300 to 400.

  • Scroll of Ekash's Lock Splitter enchantment

- Open magnitude from 75-100 to 100. Scroll of Fiercly Roasting enchantment: - Fire Damage aoe from 100 to 25. - Fire Damage duration from 5 to 2 - Fire Damage magnitude from 15-75 to 25-50 - Weakness to fire from 15-75 to 50-50.

Birthsigns

  • The Lady

- Fortify Personality/Endurance 15/15 points to 10/10 points. - New power: Lady's Charm: Charm 20 points on touch for 30 seconds.

  • The Mage

- Fortify Maximum Magicka 1.0x INT to 0.5 x INT. - New power: Arcane Concentration: Fortify skill - Alteration, conjuration, destruction, illusion, mysticism, restoration 10 points for 60 seconds.

  • The Lover

- Fortify Agility 25 points to 20 points.

  • The Lord

- Restore Health 5 points for 10 seconds to 8 points for 10 seconds. - Weakness to Fire 50 % to 25 %.

Ingredients

  • Raw Ebony value from 175 to 150.
  • Sapphire value from 175 to 150.
  • Ruby Value from 150 to 125.
  • Topaz Value from 125 to 100.
  • Pearl value from 100 to 80.
  • Emerald value from 100 to 75.

Misc

  • Vampire bonus to sneak, athletics, acrobatics, hand-to-hand, unarmored, mysticism, illusion and destruction from 30 to 15.
  • Aundae, Berne and Quarra extra skill bonuses magnitude from 20 to 10.
  • Vampires now have a constant effect Night Eye of 25 points.
  • Removed Nordic Silver Weapons from Solstheim smuggler/berserker leveled-lists.
  • Fortify/Drain attribute have been removed from spellmaking/enchanting.

- Clagiu Gratus, Pelagiad Guild of Mages, now sells fortify attribute spells. - Malven Romori, Vivec Guild of Mages, now sells drain attribute spells.

  • Daedra heart drop chance from 50 % none to 75 % none.
  • Marshmerrow spawn chance from 10 % none to 25 % none.
  • Wickwheat spawn chance from 10 % none to 25 % none.
  • Saltrice spawn chance from 10 % none to 25 % none.
  • Ash Yam spawn chance from 20 % none to 25 % none.
  • Chokeweed spawn chance from 10 % to 20 % none.
  • Decreased the value of most common books.
  • Scroll of Fiercely Roasting value from 250 to 375
  • Scroll of The Black Storm value from 250 to 325


Graphics

  • New textures for the generic pubsigns found on the exterior walls of Imperial Taverns.
  • New textures for the gravestones found in Pelagiad.
  • New model for generic Bonemold pauldrons.
  • Reduced the size of some unecessarily large textures.


Other

  • Removed unecessary files from the archive.
  • Removed Iron Skullshield from the mod.


Morrowind Rebirth - Racial Diversity

Changes mainly to counter the fact that you can easily cap resistances early on, making you invulnerable to a specific damage-type for the rest of the game.

Bosmer

  • Blood of Auri-El

- Resist Common Disease 75 points to 50 points.

Altmer

  • Vigorous

- Resist Common Disease 75 points to 50 points.

Imperial

  • Call To Arms

- Command Humaniod 10 points for 30 seconds changed to Calm Humanoid 30 points for 10 seconds

Dunmer

  • Ashborn

- Resist Fire 75 points to 50 points.

  • Protective Spirit

- Sanctuary 50 points for 30 seoconds to 25 points for 30 seconds.

Nord

  • Winters Bone

- Resist Frost 75 points to 50 points.

Orc

  • War Cry

- Demoralize Humanoid 15 points for 15 seconds to 50 points for 10 seconds.

  • Battle Hardened

- Fortify Attack 5 points to Resist Magica 25 points (vanilla). - Changed name to "Hardened"

Redguard

  • Naturally Resistant

- Resist Common Disease 75 points to 50 points.

  • Whirling Charge

- Removed.

Version 3.81Edit

Morrowind Rebirth Fixes

  • Fixed the Earth Atronach "no animation group" error, which caused the game to crash.
  • Landscape fixes and improvements

Balancing

Weapons/Armor

  • Dwemer Dart damage from 5-15 to 2-8
  • Dwemer Dart value from 75 to 35

Spells (base cost)

  • Bound Dagger base cost from 6 to 8.
  • Bound Spear base base cost 8 to 9.
  • Bound Gloves base cost from 6 to 8.
  • Bound Boots base cost from 8 to 9.

Spells (general)

  • Bound weapons/armor duration from 60 to 45 seconds.

Version 3.9Edit

Vanilla Fixes

  • Faras Thirano, an enchanter offering enchanters services is no longer the owner of ALL the items in Ghostgate, Tower of Dawn Lower Level (including everything in the treasury lol).
  • Riekling Raider now uses the correct set of sounds (instead of werewolf).
  • Yak gro-Skandar, The Rat In The Pot, will no longer walk barefoot.
  • Removed ownership from all items in Shara (NPCs are hostile).
  • Fixed several zero-locks.


Morrowind Rebirth Fixes

  • Fixed an issue where Greater Skeleton Champions were set so spawn at an earlier level than Skeleton Champions.
  • Removed a duplicate of 'Yahahul Maessa', an ashlander already present at Ghostgate.
  • Ancenstral Wisdom Staff will no longer float when trying to place it on the ground.
  • Landscape fixes and improvements, mainly in the West Gash/Bitter Coast region.
  • Kayla Mevureius, Caldera, will no longer offer trading/spellmaking services.
  • Llandras Belaal was accidentely removed from Balmora in a previous update.
  • Removed an underscore between Meralvyn Sethan's first and last name.
  • An experimental fix for hand-to-hand dealing too much damage.
  • Fixed missing icon for the Ancestral Wisdom Staff.
  • Gave names to some generic bandits.
  • Removed bugged bellow mesh.
  • Fixed hundreds of floaters.
  • Fixed typos.


Morrowind Rebirth Changes

  • Spell projectile travel speed is now slightly slower, and as a result ranged spells are somewhat easier to dodge.
  • Skeleton Warrior (Orc) renamed to Orc Skeleton Warrior.
  • Slime renamed to 'Abomination'.
  • Travel guides can now take you from:

- Seyda Neen to Ebonheart. - Pelagiad to Ebonheart - Ebonheart to Seyda Neen. - Ebonheart to Pelagiad - Ebonheart to Vivec.


Morrowind Rebirth Additions

  • Guards will now follow and investigate what you are doing if you sneak around. Mind you have to be pretty close for them to take notice.
  • Buy an old treasure map from Irgola, the pawnbroker in Caldera, and locate a hidden treasure. X marks the spot, or spots..
  • Picking up a "cursed" item will now summon a random Daedra instead of just Dremora Lords.
  • More desciptive in-game dialogue for the following topics "hunger" and "golden saints".
  • Molag Amur overhaul [BETA] with new content featuring:

- Improved landscapes with less floating objects, texture seams, bleeding meshes etc. - A new fort, Fort Ashmoth [BETA], haunted by the undead (exterior + interior). - New NPCs and encounters.

  • Valenvaryon, a Dunmer stronghold in the northern Ashlands has recieved an overhaul.
  • Silt Striders will now play an unused animation every now and then.
  • Some changes to Gnisis including a minaret for the temple.
  • Added new cellar to Gorvas Vules's Tower, Seyda Neen.
  • Added living quarters to Pelagiad, Guild of Mages.
  • 10 new scrolls added to leveled lists.

- Scroll of the Bonedancer - Scroll of the Saint - Scroll of Elemental Fury - Scroll of Errodation - Scroll of Firewind - Scroll of Undying Fury - Scroll of Unending Terror - Scroll of Elemental Protection - Scroll of Blazing Fire - Scroll of Blind Faith

  • Minor changes to Ebonheart/Khuul.

New unique items: - Willbreaker [Mace] - Firewind [Ring]


Balancing

Creatures

  • Greater Skeleton Champion health from 120 to 180.
  • Skeleton Warrior (Orc) health from 80 to 120.
  • Frost Atronach health from 105 to 110.
  • Flame Atronach health from 75 to 90.
  • Corprus Stalker health from 100 to 120.
  • Lame Corprus health from 100 to 130.
  • Ash Zombie health from 100 to 140.
  • Ash Slave health from 100 to 150.
  • Hunger health from 180 to 160.
  • Winged Twilight speed from 30 to 25.
  • Frost Atronach speed from 14 to 18.
  • Storm Atronach speed from 9 to 14.
  • Clannfear Runt speed from 60 to 30.
  • Fire Clannfear speed from 40 to 30.
  • Clannfear speed from 40 to 30.
  • Corprus Stalker speed from 7 to 15.
  • Lame Corprus speed from 10 to 15.
  • Ash Zombie speed from 25 to 35.
  • Golden Saint speed from 50 to 55
  • Dremora speed from 50 to 55.
  • Mudcrab speed from 6 to 15.
  • Ogrim speed from 20 to 25.
  • Daedroth speed from 30 to 25.
  • Rockcrab speed from 9 to 15.
  • Ascended Sleeper damage from 25-75 to 25-50.
  • Hunger damage from 15-35 to 15-30.

- Note that speed is tied to animation, so a speed of 15 (for example) is not the same for all creatures.

NPCs

  • Increased traders/merchants mercantile skills (most now have 60/75 points).
  • Ordinators will no longer wield ebony maces.

Weapons/Armor

  • Ancestral Wisdom Staff value from 4250 to 2225.
  • Steel Blade of Heaven value from 120 to 325.

Clothing

  • Amulet of Flesh Made Whole value from 1775 to 4850.
  • Belt of Sanguine (10 entries) value from 1500 to 750.
  • Amulet of Domination value from 750 to 2450.
  • Ralen Family Belt value from 200 to 750.
  • Agustas' Amulet value from 250 to 3850.
  • Ring of Faith value from 7850 to 6250.
  • Eye-Maze Ring value from 50 to 500.
  • Blood Belt value from 150 to 425.

Spells (general)

  • Hornhand [Damage Fatigue] magnitude from 50-50 to 30-30.
  • Doze [Damage Fatigue] magnitude from 25-25 to 20-20.
  • Weariness [Drain Fatigue] magnitude from 1-10 to 10-10.
  • Weariness [Drain Fatigue] duration from 1 to 10.

Enchantments (items)

  • Ring of Kahjiit enchantment:

- Fortify Attribute: Speed, duration from 60 seconds to 30 seconds (reverted from 3.8).

  • Pilgrim's Robe enchantment:

- Feather magnitude from 25-25 to 50-50. Spear of Bitter Mercy enchantment: - Reflect magnitude from 10-20 to 25-25.

  • Ring of Equity enchantment:

- Spell Absorption magnitude from 100 to 50.

  • Zenithar's Whispers enchantment:

- Charm duration from 5 to 10. - Charm magnitude from 30-30 to 25-25.

  • Amulet of Domination enchantment:

- Command Creature magnitude from 15-15 to 10-10. - Command Humanoid magnitude from 15-15 to 10-10.

  • Eye-Maze Ring enchantment:

- Charmeleon duration from 10 to 15. - Charmeleon magnitude from 10-50 to 5-25

  • Scroll of Ekash's Lock Splitter enchantment:

- Open from 100 to 100 to 75-100.

  • Elvul's Black Blindfold enchantment:

- Blind duration from 60 to 30.

  • Agustas' Amulet enchantment:

- Blind magnitude from 25-50 to 25-25. - Blind duration from 30 to 10. - Silence duration from 30 to 5.

  • Blood Belt enchantment:

- Fortify Health duration from 1 to 30. - Fortify Health Magnitude from 5-25 to 5-20.

  • Steel Blade of Heaven enchantment:

- Levitate duration from 30 to 15. - Levitate magnitude from 50-50 to 20-20.

  • Black Dart enchantment:

- Poison duration from 120 to 30. - Poison magnitude from 10-10 to 3-3.

  • Ice Blade of the Monarch enchantment:

- Frost Damage from 10-30 to 5-20.

  • Carmine Dart enchantment:

- Damage Fatigue duration from 30 to 5. - Poison duration from 30 to 15 - Poison magnitude from 10-10 to 3-3.

  • Heartfang enchantment:

- Weakness to Frost magnitude from 75-75 to 50-50. - Frost Damage from 25-50 to 5-20.

Misc

  • Loot in smugglers crates and barrels have been reduced by around 25 % + some fixes to duplicate references.
  • Scroll of Golnara's Eye-Maze value from 500 to 275.
  • Scroll drop chance from 25 % none to 50 % none.
  • Practice Dummy health from 2500 to 1500.


Graphics

  • New models for:

- Trollbone Towershield - Telvanni Towershield - Steel Towershield - Ward of Phnem - Steel Shield. - Dwemer Halberd - Willow Flower - Black Anther


Other

  • Morrowind Rebirth should now be fully compatible with 'Tomb of the Snow Prince'.

Version 3.8Edit

Vanilla Fixes

  • Ajira will no longer sell Heather and Willow Flower since these are part of one of her quest "Four Types of Flowers". Also fixed an issue where the player were

unable to find Willow Flower in the correct location.

  • Urzul gra-Agum, an orc warrior in Valenvaryon, was set as level 1. This appears to be a typo as this character is wearing a full set of orcish armor.
  • Fixed all doors in Valenvarydon as they weren't properly attached to the door frames.
  • Rising Force: Bargain duration was set to 30 instead of 8 (now 10, see below).
  • Fixed two scripts connected to Bulfim gra-Shugharz and Lette.
  • Added ownership to locked doors in Vos.
  • Fixed several zero-locks.
  • Fixed typos.


Morrowind Rebirth Fixes

  • Removed some NPCs (guards and random commoners) from Vivec Entrance. This should improve performance in this cell.
  • Several corrections to the "destination" topic, which didn't match the actual destinations you were able to go to.
  • Fixed the entrance to Aharnabi and Dareleth Ancestral Tomb (partially), which was blocked by terrain.
  • Ald'ruhn's "Guard Tower 1" had its top exterior hatch sunken into its architecture.
  • Fixed incorrect damage output for Spark/Flame/Shard/Viperscythe (now matches Steel Dai-Katana).
  • Ebony Broadsword weight from 32 to 30 (now matches two other entries).
  • Mephala's Teacher weight from 30 to 32 (now matches two other entries).
  • Last Rites health from 1600 to 1500 (now matches two other entries).
  • Iron Shardsword, Iron Vipersword and Iron Flamesword had the wrong icon.
  • Tralen, the smith in Balmora, will no longer sell a ton of broken stuff.
  • Odril, Seyda Neen, was mistakenly set as a trader.
  • Hundreds of landscape fixes and improvements.


Morrowind Rebirth Changes

  • You can now get a full set of Morag Tong armor by visiting Morag Tong Guild Halls. These pieces are not given for free until you've reached the rank "Brother", unless you find a set somewhere in the gameworld that is..
  • Travel costs for using boats/silt strider/mages guild travel-services have been raised somewhat.
  • Fatigue returned per second while walking changed from 0.0200 to 0.0300.
  • Minimal runspeed from 115 to 120 (initial starting speed).
  • Low level Dark Brotherhood assassins are now somewhat stronger.
  • Regular rats are no longer hostile.


Morrowind Rebirth Additions

  • Bernadette's Import, Vivec Entrance, has recived a shipment of rare goods. Be sure to check it out.
  • Overhauled Seyda Neen somewhat to make it feel less cramped (more fps as a bonus!).
  • Molag Amur overhaul [ALPHA] with new content featuring:

- Improved landscape with less floating objects, texture seams, bleeding meshes etc. - A new fort, Fort Ashmoth, haunted by the undead [ALPHA - no interior atm].

  • Added a connecting road to Vivec's east entrance.
  • Added more clutter in Ald Velothi.
  • Misc additions here and there.
  • New unique items:

- Ring of Blind Faith - Nightbane [Sword]

  • New creature:

- Earth Atronach


Balancing

Birthsigns

  • The Tower

- Tower Key: Open from 50 to 75.

  • The Lord

- Blood of the North: Restore Health duration from 30 to 10. - Blood of the North: Restore Health magnitude from 2 to 5. - Trollkin: Weakness to Fire from 100 to 50.

Creatures

  • Ash Vampire health standardized from 500/550/600 to 800.
  • Ash Vampire speed from 4 to 15.
  • Reduced Scamp fireball damage.

Weapons/Armor

  • A Carved Ebony Dart value from 2000 to 200.
  • Ebony Throwing Star value from 250 to 175
  • Ebony Dart value from 175 to 200.
  • Skull Crusher weight from 34 to 15.

Clothing

  • Sheogorath's Signet Ring value from 17750 to 8750.
  • Necromancer's Amulet value from 9500 to 11250.
  • Conoon Chodala's Boots value from 750 to 925.
  • Caius' Black Pants value from 4 to 375.
  • Caius' Black Shirt value from 4 to 350.
  • Ring of Azura value from 8500 to 9750.
  • Heart Ring value from 14500 to 10250.
  • Bitter Hand value from 50 to 650
  • Ember Hand value from 275 to 650
  • Caius' Ring value from 5 to 625.

Spells (base cost)

  • Cure Blight Disease base cost from 1000 to 700.
  • Cure Common Disease base cost from 600 to 500.
  • Drain Attribute base cost from 1.2 to 1.0.
  • Command humanoid base cost from 5 to 4.
  • Calm Creature base cost from 6 to 3.
  • Calm Humanoid base cost from 6 to 3.
  • Chameleon base cost from 1.3 to 1.1.
  • Levitate base cost from 0.8 to 0.7.

Spells (general)

  • Dread Curse: Attribute (speed, strength etc) spell cost from 25 to 15.
  • All premade levitate spells now have a duration of 30 seconds.
  • Dread Curse: Fatigue/Magica spell cost from 20 to 15.
  • Some minor tweaks to fire/poison/frost/shock spells.

Enchantments (items)

  • Ring of Kahjiit enchantment

- Fortify Attribute: Speed, duration from 30 seconds to 60 seconds. - Fortify Attribute: Speed, magnitude from 10-20 to 20-20. - Invisibility duration from 10 seconds to 15 seconds.

  • Amulet of Opening enchantment:

- Open magnitude from 20 to 25.

  • Stormforge enchantment:

- Lightning Shield changed to Weakness to Shock with a magnitude of 20-20 and duration of 5 seconds. - Shock Damage magnitude from 15-30 to 5-10. - Enchantment cost from 25 to 10.

  • Mace of Slurring enchantment:

- Cast When Strikes changed to Cast When Used. - Drain Skill: Speechcraft, duration from 10 to 30 seconds. - Drain Skill: Speechcraft, magnitude from 10-20 to 20-20.

  • Bitter Hand enchantment:

- Weakness to Poison duration from 15 to 30.

  • Ember Hand enchantment:

- Weakness to Fire duration from 15 to 30.

  • Conoon Chodala's Boots enchantment:

- Fortify Attribute: Endurance, duration from 30 to 60. - Fortify Attribute: Speed, duration from 30 to 60.

  • Sanit-Kil's Heart of Fire enchantment:

- Fortify Attribute: Willpower, duration from 15 to 30. - Fortify Attribute: Willpower, magnitude from 20-30 to 15-30.

  • Robe of Erur-Dan the Wise

- Fortify Attribute: Intelligence, duration from 20 to 60. - Fortify Attribute: Intelligence, magnitude from 3-30 to 20-20.

Enchantments (general)

  • It's now possible (again) to create CE enchantments with Water Walking and Water Breathing.

Potions I've always found most potions to be useless, mainly because the effects didn't last long enough (and sometimes the magnitude was too low), or simply because they were too expensive.

(DURATION)

  • Duration changes to resistance, shield, fortify skill, night-eye, feather, swift swim, spell absorption and light potions:

- Bargain: duration from 8 to 15 - Cheap: duration from 15 to 30 - Standard: duration from 30 to 45 - Quality: duration from 45 to 60 - Exclusive: duration from 60 to 75

  • Spell Absorption: Bargain duration from 8 to 10.
  • Rising force: Bargain duration from 8 to 10.
  • Shadow: Bargain duration from 8 to 10.
  • Reflect: Bargain duration from 8 to 10.
  • Invisibility: Bargain duration from 8 to 10.
  • Fortify Health: Bargain duration from 8 to 10.
  • Fortify Magica: Bargain duration from 8 to 10
  • Fortify Fatigue: Bargain duration from 8 to 10.

(MAGNITUDE)

  • Magnitude changes to to Restore Health/Magica potions:

- Bargain magnitude from 1 to 2 (5->10 health/magica). - Cheap magnitude from 2 to 4 (10->20 health/magica). - Standard magnitude from 10 to 8 (50->40 health/magica). - Quality magnitude from 20 to 16 (100-> 80 health/magica). - Exclusive magnitude from 40 to 20 (200->100 health/magica).

  • Magnitude changes to Feather potions:

- Feather: Bargain magnitude from 5 to 20. - Feather: Cheap magnitude from 8 to 40 - Feather: Standard magnitude from 10 to 60 - Feather: Quality magnitude from 15 to 80. - Feather: Exclusive magnitude from 20 to 100.

  • Telvanni Bug Musk magnitude from 40 to 30.

(VALUE)

  • Value changes to most potions:

- Bargain: - value unchanged (5). - Cheap: value unchanged (15). - Standard: value from 35 to 30. - Quality: value from 80 to 60. - Exclusive: value from 175 to 90.

  • Shein, Mazte, Greef value from 30 to 35.
  • Telvanni Bug Musk value from 100 to 80.
  • Cyrodiilic Brandy value from 75 to 60.
  • Skooma value from 125 to 100.
  • Sujamma value from 30 to 40.

Misc

  • Scrolls are no longer commonware in smugglers' crates.
  • Hound Meat spawn chance from 50 % none to 25 % none.
  • Guar meat spawn chance from 50 % none to 25 % none.
  • Pearl spawn chance from 50 % none to 75 % none.


Graphics

  • New models for Guarcart, Corkbulb, Trama Root, Stone Flower, Golden Kanet, Hlaalu Door, Common Door, Velothi Door and many others..
  • New model for the sword: "Truthseeker".

Version 3.7Edit

Vanilla Fixes

  • Fixed an issue with Mzahnch entrance, which wasn't properly attached to another mesh.

Morrowind Rebirth Fixes

  • Fixed an issue where dialogue tells the player that: "Fort Buckmoth is the Imperial Legion's garrison for Redoran District. The fort lies south of Ald'ruhn, a short walk from Ald'ruhn's south gate.". The south gate doesn't exist in

Morrowind Rebirth.

  • Fixed a door activator to "The Rift" which upon activation said "MR_Door_Altar" instead "Strange Altar".
  • Arangaer, The Scribbled Scroll Balmora, will now react if you steal any of her items.
  • Landscape fixes and improvements. Mainly in the Red Mountain Region.
  • Fixed typos and inconsistencies in the book "Blacksmithing Tools".
  • Added missing ownership flags for a bunch of items.
  • 'Marelle' was set as male instead of female.
  • Fixed pathgrids in Gnaar Mok.

Morrowind Rebirth Changes

  • Overhauled content in traders chests. There's now a very low chance that traders will offer rare magic weapons and excellent weapons/armor such as glass/ebony etc. This should give you, the player, more reason to

visit traders every now and then.

  • You should now succeed using Speechcraft actions at least 25 % of the time, although your actions won't be as impactful as in vanilla MW.
  • A successful bribe of a 1000 gold will now give + 25 disposition instead of + 50.
  • A successful bribe of 100 gold will now give a + 8 disposition instead of 15.
  • A successful bribe of 10 gold will now give a + 2 disposition instead of 5.
  • You will now need to be rank 'Warlock" in the Mages Guild to use Magic Circles. Thanks to 'fdm1' for the tweaked script!

Morrowind Rebirth Additions

  • The Red Mountain overhaul is now out of BETA including fixes, improvements and small additions such as 6.th house shrines, hidden treasures, and other exciting stuff!
  • Ald-Maaryon, a small outpost in the northern Ashlands. A place to restock or just take a quick brake from your adventures.
  • Two new Bug Shields. These shields are only available for sale in Ald-Maaryon.
  • Added more clutter in Gnaar Mok.

Balancing

Weapons/Armor

  • Demon, Devil and Fiend weapons now share the same stats as their default steel counterparts
  • Tweaked damage output for all spears/halberds.
  • Steel Staff of the Ancestors reach from 1.6 to 1.5.
  • Steel Halberd reach from 1.6 to 1.4.
  • Iron Halberd reach from 1.6 to 1.4.
  • Dwemer Spear reach from 1.6 to 1.4.
  • Wooden Staff reach from 1.6 to 1.4.
  • Chitin Staff reach from 1.6 to 1.4.
  • Glass Staff reach from 1.6 to 1.5.
  • Stormforge reach from 1.6 to 1.5.
  • Illkurok rearch from 1.6 to 1.5.
  • Glass Spear reach from 1.6 to 1.5.
  • Glass Halberd reach from 1.6 to 1.4.
  • Ebony Staff reach from 1.6 to 1.5.
  • Daedric Staff reach from 1.6 to 1.5.
  • Daedric Spear reach from 1.6 to 1.4.
  • Bound Spear reach from 1.6 to 1.4.
  • Steel Staff reach from 1.6 to 1.5.
  • Dwemer Halberd reach from 1.6 to 1.4.
  • Staff of Magnus reach from 1.6 to 1.4.
  • Hellfire Staff reach from 1.6 to 1.4.
  • Staff of Hasedoki reach from 1.6 to 1.4.
  • Crosier of St. Llothis reach from 1.6 to 1.4.
  • Huntsman Spear reach from 1.6 to 1.3.
  • Saint's Shield value from 10250 to 8250
  • Last Wish value from 850 to 925.
  • Silver Longbow value from 300 to 260.
  • Silver Crossbow value from 400 to 300.
  • Silver Katana value from 240 to 180.
  • Iron Dagger health from 225 to 300.
  • Glass Dagger health from 250 to 275.

Spells (base cost) These changes are intended to make defensive (mainly) spells a bit less costly, and thus make life easier for pure mages.

  • Lowered base cost for all summon/bound spells.
  • Spell Absorption base cost from 8 to 6.
  • Lightning Shield base cost from 0.6 to 0.5.
  • Frost Shield base cost from 0.6 to 0.5.
  • Fire Shield base cost from 0.6 to 0.5.
  • Shield base cost from 0.6 to 0.5.
  • Jump base cost from 1.0 to 0.8.
  • Levitate base cost from 1.0 to 0.8.
  • Sanctuary base cost from 1.4 to 1.0.
  • Feather base cost from 0.15 to 0.10.
  • Resist Shock base cost from 0.5 to 0.4.
  • Resist Frost base cost from 0.5 to 0.4.
  • Resist Fire base cost from 0.5 to 0.4.
  • Resist Poison base cost from 0.5 to 0.4.
  • Fortify Fatigue base cost from 0.6 to 0.5.
  • Fortify Health base cost from 0.7 to 0.6.
  • Fortify Magica base cost from 0.7 to 0.6.
  • Invisibility base cost from 25 to 15.
  • Command Humanoid base cost from 0.6 to 0.5.
  • Blind base cost from 2.0 to 1.6.
  • Silence base cost from 50 to 35.

Spells (general)

  • Tap Energy duration from 30 second to 1 second.
  • Tap Energy magnitude from 20-20 to 10-10.
  • Viperbolt magnitude from 10-50 to 5-30.
  • Viperbite magnitude from 1-30 to 10-25.
  • Firebite magnitude from 15-25 to 10-25.
  • Frostbite magnitude from 15-25 to 10-25.
  • Shockbite magnitude from 15-25 to 10-25.
  • Fenrick's Doorjam cost from 10 to 8.
  • Lock cost from 25 to 16.

Enchantments

  • Saint's Shield

- Feather duration from 10 seconds to 60 seconds. - Feather magnitude from 20 to 50. - Restore Fatigue duration from 20 to 10. - Restore Fatigue magnitude from 1-10 to 2-10.

NPCs

  • Draramu Hloran, owner of the legendary sword "Chrysamere" is now a LOT more powerful.

Misc

  • Made some tweaks to Dwemer/Daedric leveled lists. Most low level encounters such as Dwemer Ghosts and Clanfears will now spawn earlier.
  • Rare and valuable ingredients are now less likely to spawn in Dwemer containers (25 % none to 75 % none).

Hammers/Probes/Lockpicks

  • Journeyman's Armorer's Hammer value from 50 to 35.
  • Master's Armorer's Hammer value from 100 to 75.
  • Grandmaster's Armorer's Hammer value from 250 to 150.
  • Sirollus Saccus' Hammer value from 1000 to 500.
  • Journeyman's Probe value from 50 to 35.
  • Master's Probe value from 100 to 75.
  • Grandmaster's Probe value from 250 to 150.
  • Journeyman's Lockpick value from 50 to 35.
  • Master's Lockpick value from 100 to 75.
  • Grandmaster's Lockpick value from 250 to 150.
  • Apprentice's Armorer's Hammer quality from 0.5 to 0.75.
  • Repair Prongs quality from 0.25 to 0.5.

Graphics

  • Fixed an issue where rocks would "glow" when playing Morrowind Rebirth in the OpenMW engine. More details about the issue here: https://bugs.openmw.org/issues/3264#note-3
  • Fixes/optimizations of some old meshes such as urns, wagon, ballista etc. This should improve performance in cities such as Balmora. Thanks to "LondonRook"!
  • New meshes for “Dagger of Symmachus”, “Magebane”, “Enamor”, Ebony Tanto, Ebony Wakizashi, Ebony Katana and Ebony Dai-Katana.
  • Fixed incorrect texture paths in 'terrain_rock_bc_01' through 'terrain_rock_bc_09'.
  • New meshes for tables, chairs and other statics.

Misc

  • Removed Indoril Spear from the mod.

Version 3.6Edit

Vanilla Fixes

  • Fixed an issue with the topic "Golden Saint", where it's said that Golden Saints are "winged females", which is untrue. Removed "winged".
  • Added a fishing pole to Foryn Gilnith's shack, as it's mentioned in dialogue that he's supposed to be a fisher.
  • Caravaners (Silt Strider operators) will no longer fall of their platforms.
  • The bar in the Eight Plates tavern, Balmora, was floating above the floor.
  • Fixed a door in Andasreth which wasn't properly attached to the frame.
  • Added 'Recall Ring' to the appropriate leveled-list.
  • Fixed 0 locks.


Morrowind Rebirth Fixes

  • Fixed an issue with the topic "Chills", where its mentioned that you can contract chills from the beholder, a creature no longer part of MR. Added the disease to the bonelord and bonelord summon.
  • Fixed an issue with the topic "water creatures", where it said " Three creatures are commonly encountered in Vvardenfell's coastal and water environments." Changed three to five.
  • Fixed an issue with the quest "Roland's Tear", where deleted container references made the quest impossible to complete without using the console.
  • When traveling by boat from Gnaar Mok etc to Seyda Neen it will now read "Seyda Neen" instead of "Bitter Coast Region".
  • The Treant (unique encounter) should now be more responsive and attack the player on sight.
  • Bradasou Rothandus, Black Goblet Suran, will no longer offer trading services.
  • Fixed the door to Balmora Temple which wasn't properly attached to the frame.
  • Fargoth now has his original face and hair.. not sure what happened here..
  • Fixed some UV issues related to the Basin model (thanks to "Greatness7").
  • Fixed a trapdoor at Ald Velothi Outpost that wasn't placed correctly.
  • Ald Redaynia is no longer reachable by boat, as stated in dialogue.
  • Fixed terrain that was partially blocking the entrance to Sudanit Mine.
  • Fixed terrain that was partially blocking the entrance to Shallit.
  • Moved a rock that was partially blocking the entrance to Aharunartus.
  • Removed wind activators from the Deadlands due to sound issues.
  • Removed ownership from some containers that had no content.
  • Added missing ingredients to the "exotic products" topic.
  • Fixed an issue where Blighted Rats were unable to move.
  • Fixed some NPCs that didn't wear their assigned armor.
  • Some traders will no longer sell broken weapons/armor.
  • Fixed a few NPCs that shouldn't offer beds for rent.
  • Fixed some containers which weren't set as 'owned'.
  • Performance in Balmora should be somewhat better.
  • Fixed some small issues in leveled-lists.
  • Fixed clipping issues in Tel Branora.
  • Fixed pathgrids in Ald'Ruhn.
  • Fixed typos.


Morrowind Rebirth Changes

  • Made it bit harder to use alternative routs into cities which have city gates such as Balmora and Caldera.
  • Moved Ebonheart Lighthouse to a more suitable location further south.
  • Reworked the farmland area south of Ebonheart.
  • A complete overhaul of the Red Mountain [BETA].
  • A complete overhaul of the Ghostgate.
  • A complete overhaul of Suran Docks.
  • Small tweaks and additions.


Morrowind Rebirth Additions

  • Added "Rift Guardians" to "The Rift", a special undead encounter guarding the 'Crown of Torment'.
  • Added sleeping quarters to the Guild of Mages in Caldera.
  • Added a cellar to The Black Goblet tavern in Suran.
  • Added a new weapon, the Imperial Claymore.
  • Added a recreation area to Seyda Outpost.


Balancing

Weapons/Armor

  • Rebalanced damage values for all Dai-Katanas, Katanas and Wakizashis.
  • Daedric Warhammer value from 9000 to 7500.
  • Daedric Claymore value from 7250 to 8000.
  • Daedric Dai-Katana value from 7500 to 8500.
  • Daedric Katana value from 5750 to 6250.
  • Daedric Wakizashi value from 3750 to 4250.
  • Daedric Club value from 4250 to 3650.
  • Ebony Katana value from 4250 to 4750.
  • Ebony Wakizashi value from 3000 to 3500.
  • Dwemer Great Axe value from 650 to 750.
  • Dwemer Warhammer value from 800 to 725.
  • Dwemer Claymore value from 750 to 800.
  • Steel Battle Axe value from 125 to 110.
  • Orcish Battle Axe value from 450 to 675.
  • Orcish Warhammer value from 550 to 750.
  • Daedric Crossbow weight from 38 to 34.
  • Daedric Dai-katana weight from 44 to 48.
  • Daedric Warhammer weight from 64 to 58
  • Daedric Club weight from 28 to 32.
  • Ebony Shield enchantment capacity from 800 to 750.
  • Ebony Towershield enchantment capacity from 1000 to 950.
  • Daedric Shield enchantment capacity from 1200 to 1000.
  • Daedric Tower Shield enchantment capacity from 1400 to 1200.
  • Made changes to enchantment capacity for all staffs:

- Wooden staff 75 - Steel staff 100 - Silver staff 150 - Dreugh staff 175 - Dwemer staff 200 - Glass staff 250 - Ebony staff 300 - Daedric staff 350

  • centurion_projectile_dart damage from 5-20 to 5-15.

Clothing

  • Ring of Dahrk Mezalf value from 75 to 2500.
  • Amulet of Flesh Made Whole value from 500 to 1775.
  • Amulet of Unity value from 1000 to 2250.
  • Arobar's Amulet value from 250 to 1225.
  • Adusamsi's Ring value from 30 to 250.

Spells

  • Poisonbloom magnitude from 1-25 to 1-20
  • Frostbloom magnitude from 1-25 to 1-20
  • Shockbloom magnitude from 1-25 to 1-20
  • Firebloom magnitude from 1-25 to 1-20
  • Greater Shockball aoe from 10 to 8
  • Greater Frostball aoe from 10 to 8
  • Greater Fireball aoe from 10 to 8

Creatures

  • Daedroth magica from 160 to 80. This should prevent the Daedroth from casting an endless stream of poison spells.
  • Centurion Archers won't appear as early on compared to v 3.5
  • Removed regenerate ability from Ash Scorpions.
  • Electric Slaughterfish health from 50 to 75.
  • Centurion Archer health from 300 to 250.
  • Dwarven Spectre health from 65 to 75.
  • Swamp Troll health from 180 to 220.
  • Swamp Troll speed from 20 to 30.

Enchantments

  • Ring of Dahrk Mezalf enchantment:

- Demoralize Creature from 1- 25 to 5-20 - Demoralize Humanoid from 1- 25 to 5-20 - Demoralize Creature duration from 30 to 10. - Demoralize Humanoid duration from 30 to 10. - Charge amount from 1000 to 800

  • Amulet of Flesh Made Whole enchantment:

- Restore Health from 1-150 to 1-75 - Enchantment cost from 250 to 125.

  • Amulet of Unity enchantment:

- Charge amount from 690 to 300 - Enchantment cost from 138 to 100.

  • Fury enchantment:

- Drain Skill Heavy Armor from 20 to 15. - Drain Skill Medium Armor from 20 to 15. - Drain Skill Light Armor from 20 to 15. - Drain Skill Unarmored from 20 to 15.

  • Widowmaker enchantment:

- Restore Fatigue duration changed from 10 to 5 - Restore Fatugue magnitude from 25-50 to 5-20. - Fortify Skill Axe from 25-50 to 20-20 Silver Staff of Dawn enchantment: - Fortify Skill Blunt Weapon duration from 5 seconds to 30 seconds. - Blind on self duration from 5 to 10. - Bind on self magnitude from 5-75 to 5-25. Veloth's Judgement enchantment: - Fire Damage duration from 10 seconds to 5 seconds. - Fire Damage magnitude from 4-10 to 5-10. Greed enchantment - Drain Attribute Personality magnitude from 5 to 15.

Misc

  • Practice Dummy health from 3000 to 2500 (reverted from v 3.4).
  • Apprentice's Lockpick quality 0.5 to 0.6.
  • Journeyman's Lockpick quality 0.75 to 0.8.
  • Master's Lockpick quality 1.0 (unchanged).
  • Grandmaster's Pick quality 1.25 to 1.2.
  • Secret Master's Lockpick quality 1.5 to 1.4.
  • The Skeleton Key quality 5.0 to 2.5.


Graphics

  • New improved meshes for a large number of misc items such as bottles, cups, plates etc.
  • New improved meshes for statics such as overhangs, ropes and railings.
  • New improved meshes for a large number of ingredients.


Other changes

  • Removed "Dwemer Guardian" from the mod.
  • Removed unnecessary textures.
  • New readme.

Version 3.5Edit

Vanilla Fixes

  • Trueflame, Odd Dwemer Weapon and Barilzar's Mazed Band enchantment values has been set to 0 so that the player doesn't accidentely enchant these and break quests.
  • All items/containers inside the Dagoth Ur Facility were owned by by Asha-Ammu Kutebani and Bodean for no apparent reason.
  • Removed a big root in Sethan's Tradehouse which was partially floating in the air, revealing an open part of the mesh.
  • 'Warchief Durgoc' should be 'Warchief Durgok'. ID's relating to him use k, such as his shield.
  • The entrance to Uulernil's House, Pelagiad, was not properly connected to the house.
  • Removed extra spaces from the message in the script "DoorBarricaded".
  • Orrent Geontene, Ald'ruhn Guild of Mages, didn't wear any shoes.
  • You can now rent a room at Sethan's Tradehouse, Tel Branora.
  • Added missing "gloveScript" to Bal Molagmer Left Glove.
  • Bormir, an archer, had no arrows.

Morrowind Rebirth Fixes

  • Some creatures had too much magica, making them cast only curses during during battle.
  • Hunger Summon didn't have the same stats as the regular Hunger.
  • Andus Tradehouse, Maar Gan, will no longer be locked at nights.
  • Renamed a few keys to fit the new naming scheme "Key to..".
  • The entrance to Kunirai was partially blocked by terrain.
  • Fixed messed up ceiling in Irgola's Pawnshop, Caldera.
  • Fixed broken pathgrids in Hla Oad.
  • Landscape fixes and improvements.
  • Fixed typos in books/notes.

Morrowind Rebirth Changes

  • Tralin Indalas, Morag Tong HQ (Vivec), now offers various tools of assasination such as throwing stars, throwing knives and darts.
  • Clendil, Balmora, will no longer sell/buy armor.

Morrowind Rebirth Additions

  • Various settlements (not all of them, yet) have been granted TOILETS! Yes, it's true. Use them well, outlander.
  • Made some astethical changes to Dagon Fel. Hint: Dwemer ruins.

Balancing

Weapons/Armor

  • Reduced the weight of Longswords by 2 units. This change gives a more 'realistic' space between Longswords and Claymores.
  • Stormblade value from 130 to 450
  • Icebreaker value from 100 to 475
  • Icicle value from 220 to 625
  • Fireblade from 125 to 275

Spells

  • Fortify Attribute/Health/Magica/Fatigue spells are now somewhat cheaper to cast.
  • Disintegrate weapon magnitude changed from 50-50 to 30-30.
  • Disintegrate Armor magnitude changed from 50-50 to 30-30.
  • Daedric Bite magnitude from 50-50 to 40-40.
  • Vivec's Wrath:

- Damage health magnitude from 10-20 to 5-15 - Frost damage magnitude from 10-20 to 5-15 - Shock Damage magnitude from 10-20 to 5-15 - Fire damage magnitude from 10-20 to 5-15

Enchantments

  • Scroll of Drathis' Soulrot enchantment:

- Poison Damage magnitude from 15-45 for 5 seconds to 5-5 for 5 seconds. - Paralyze duration from 5 to 4.

  • Scroll of Purity of Body enchantment:

- Restore Health/Restore Fatigue magnitude changed from 200-200 to 50-50.

  • Scroll of Illnea's Breath enchantment:

- Frost Damage magnitude from 25-50 to 15-30. - Frost Damage AOE from 10 to 8. - Paralyze duration from 5 to 3.

  • Scroll of Didala's Knack enchantment:

- Charm magnitude from 0-25 to 5-25.

  • Freezing Touch enchantment magnitude from 1-25 to 1-15.
  • Chocking Touch enchantment magnitude from 1-25 to 1-15.

- Now matches "Burning Touch" enchantment.

Creatures

  • 'hunger_fghl' didn't have the same spells/abilities as other Hungers. It was also much weaker, which is kinda odd since it carries the "Sarano Ebony Helm".
  • Dagoth Ur health from 1400 to 1600 (1000 in vanilla).
  • Shalk Firebite magnitude from 2-6 to 4-8.
  • Hunger health from 160 to 180.

Misc

  • Milyn Faram's Scroll (Summon Daedroth) value from 300 to 350.
  • Scroll of Summon Frost Atronach value from 350 to 300.
  • Scroll of Ekash's Lock Splitter value from 500 to 375.
  • Scroll of Supreme Domination value from 1000 to 450.
  • Scroll of Greater Domination value from 750 to 300.
  • Scroll of Lesser Domination value from 500 to 150.
  • Scroll of the Hidden Killer value from 1000 to 750.
  • Scroll of Windwalker value from 1500 to 1000.

Other changes

  • Removed edits to the game setting 'fpickpocketmult'. Use the MCP (Morrowind Code Patch) 'pickpocket fix' instead.
  • New readme for 'Morrowind Rebirth - Racial Diversity 1.5'. Thanks to 'tkm625'!

Version 3.4Edit

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.

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.

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.

Morrowind Rebirth Additions

  • A longship carrying what seems to be nord raiders has been sighted in the Azuras Coast 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.

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.

Version 3.3Edit

Vanilla Fixes

  • Fixed a few Nords running around naked (not the ones whom had their clothes stolen).
  • Varo in Varo Tradehouse will now offer a bed for rent.
  • Fixed 0 level locks in tombs, caves and dungeons.

Morrowind Rebirth Fixes

  • Made some edits to the topic "sell something" and "Museum of Artifacts" to reflect the fact that you're only offered ten percent of the total value of any artifact sold.
  • The sword 'Racerbeak' had an enchantment error where the weakness to poison spell duration was set to 2 seconds instead of 30 seconds.
  • The door to Tansumiran Cave Dwelling, Gnisis, wasn't placed correctly leaving a big gap between the door and the frame.
  • Moved two urns outside Fast Eddie's house in Balmora so that the player doesn't get stuck upon exiting the building.
  • The spell 'Wild Open' had the same magnitude as 'Great Open'. Changed 'Wild Open' magnitude from 50 to 75 points.
  • The sword 'Truthseeker' had an enchantment error where the shock spell was set to 'self' instead of 'touch'.
  • Clannfear Runts running speed was set too high, which made their animation run out of sync.
  • Stunted Scamps running speed was set too high, which made their animation run out of sync.
  • Gorvas Vules, a prisoner at Moonmoth Legion Fort will no longer offer travel services.
  • Fenandre and Llaala Arethan in Vos didn't offer trading services as supposed to.
  • Assantus Hansar and his companions are once again encamped south of Ghostgate.
  • Caius lost his shirt after a rough night at the South Wall Cornerclub.
  • Cassius in Seyda Neen will no longer offer trading services.
  • Golden Saint summons had 766 spellpoints instead of 400.
  • Fixed a burried travel-marker in Vos.
  • Landscape fixes and improvements.
  • Fixed a floating house in Vos.
  • Fixed a few typos.

Morrowind Rebirth Changes

  • Removed several columns near the High Fane, Vivec, to allow for better compatibility with the mod 'Dramatic Vivec'.
  • Arrille will now offer an unlimited supply of torches.
  • Arrille now has a few more basic spells for sale.
  • The lighthouse in Tel Vos now has an interior.

Travel Changes These changes will make it possible for easier travel throughout the Bitter Coast Region. Removing options is obviously a bit controversial, but In my mind they didn't make much sense.

New options

  • You can now travel from Seyda Neen to Gnaar Mok by boat and vice versa.
  • You can now travel from Hla Oad to Khuul by boat and vice versa.

Previously missing options (could travel from Seyda Neen but not the other way around)

  • You can now travel from Hla Oad to Seyda Neen by boat
  • You can now travel from Khuul to Seyda Neen by boat.

Removed options

  • You can no longer travel from Hla Oad to Ebonheart by boat.
  • You can no longer travel from Hla Oad to Molag Mar by boat.

Balancing After watching too many let's plays I've Identified a couple of balance-issues:

  • Many restoration spells were a bit overpowered for their magica-cost, making the game a bit too easy at lower levels. A slight cost-increase and some magnitude adjustments were made to counter this issue.
  • Ash Vampires, Golden Saints, Dremora Lords, Dreamers and Winged Twilights have all been given a bit more health to make them more of a challenge.
  • Getting hold of 'Eleidon's Ward' (note: I also buffed the enchantment a bit from a previous nerf) is now very difficult.
  • Dark Brotherhood Assassins in Mournhold are now much stronger than the ones attacking you in Vvardenfell.
  • Removed 'Demon Maces' from most NPCs in Ald Daedroth. Replaced them with enchanted steel maces.
  • Getting hold of 'Keening' is now a lot harder.
  • Spellmaking is now twice as expensive.
  • Dagoth Ur now has more health.

Other balancing changes

  • Removed negative effect from the 'The Serpent' birthsign (Damage Health 1-1 points for 30 seconds) + added a new power: 'Mark of the Serpent', which cures Poison.
  • Creature spawns in the Red Mountain Region are no longer dependant on player level. This means that you will encounter high level creatures from lvl 1.
  • Flame, Frost, Poison, Shock and Magicaguard Robes enchantments magnitude/duration changed from 100 points for 10 seconds to 50 points for 15 seconds.
  • The magnitude of burden spells have been increased drastically, making them sort of useful for draining your opponents fatigue.
  • Sorkvild the Raven and his companions have been given a much needed boost in terms of stats and equipment.
  • 'Lover's Kiss' (The Lover Birthsign) paralyze effect has been decreased from 10 seconds to 5 seconds.
  • Darts added by the Tribunal expansion will no longer be ohk weapons, but remain powerful.
  • Lots of enchantment adjustments to magic/unique armors, weapons and clothing items.
  • Gothren's Dremora guards will no longer carry exceptional weapons such as Daedric.
  • Dremora/Dremora Lords will now cast fire shields instead of barrier shields.
  • Reduced the cost of invisibility spells by almost 50 % (compared to v 3.2).
  • Lots of price adjustments to armors, weapons and clothing-items.
  • Reduced the cost of reflect spells by 50 % (compared to v 3.2).
  • Reduced the cost of sound spells by 50 % (compared to v 3.2).
  • Dremora/Dremora Lords will now have a 50 % resistance to fire.
  • Reflect/levitation/sound-spells will now last longer.

Graphics

  • New improved model and texture for the Adamantium Dagger.
  • Texture fix for Imperial Guard Tower.
  • UV fix for Velothi trapdoors.
  • UV fix for common windows.
  • New meshes for planterns.

Balmora's Underworld Changes

  • Tweaked health/attribute values of NPCs.
  • Tweaked the value of a bunch of items.
  • Tweaked/fixed several enchantments.

Racial Diversity changes

  • Increased the duration of most powers and abilities. Some magnitude adjustments were also made to balance out these changes.

Version 3.2Edit

Vanilla Fixes

  • A description under the topic Balmora describes the Commercial District north of the river and Labor Town south of the river. This is incorrect and should read west and east of the river.
  • Shulki Ashunbabi in Gnisis no longer has moon-sugar for sale.
  • Telvanni Guards in Tel Mora are now all female.
  • A shitload of landscape fixes and improvements.
  • Fixed broken pathgrids in several locations.
  • Fixed a ton of floaters.

Morrowind Rebirth Fixes

  • Disciple's, Master's and Patriarch's Robe renamed to reflect that they're temple robes -> Disciple's, Master's and Patriarch's Temple Robe.
  • Removed the script 'MR_Potion_Health_Script', which didn't work as intended. The removal of this script may or may not improve performance.
  • Fixed an issue where wearing the disciple, Master's or Patriarch's Temple Robe caused the game to suddenly crash.
  • Increased the value of the Master's Temple Robe. Previously it was worth less than the Disciple's Temple Robe.
  • Fixed an issue where c_f_robe_common_02h.nif showed up as a yellow exclamation mark.
  • Fixed an issue where the health regen script caused the game to crash.
  • Balyn Omavel (both of them!) now has the same equipment.
  • Practice dummies are now harder to hit.
  • Practice dummies will now "respawn".

Morrowind Rebirth Additions

  • Marelle, mentioned in Sorvild the Raven's journal, is now a real character which you can encounter somewhere in Vvardenfell.

Balancing

  • The Mage sign changed from 5 points fortify maximum magica to 10 points fortify maximum magica.
  • The Lady sign changed from 25 points endurance/personality to 15 points endurance/personality.
  • The Atronach sign changed from 50 points spell absorption to 25 points spell absorption.
  • Removed 'Steel Jinkblade of the Aegis' from leveled-lists.

Graphics

  • furn_screen_guar_01 used the wrong texture. 'Tx_wood_brown_posts_02.tga' -> 'Tx_wood_brown_posts_01.tga'.
  • Included a fix for the mesh 'furn_redoran_shelf2_01' (uv issue).
  • Included a fix for the mesh 'in_s_longhouse_small' (uv issue).
  • New meshes and textures for cave plants.

+ a ton of other small fixes and additions!

Version 3.1Edit

Vanilla Fixes

  • Included a fix that removes a texture seam from ex_velothi_temple_02.nif.
  • Removed owership-flag from items in Sorkvild the Raven's Tower.
  • Landscape fixes and improvements.

Rebirth Fixes

  • Golden Saint, Morag Tong, Colvonian, Imperial Chain, and Theives Guild gauntlets now render as supposed to when viewed in first person.
  • Marayn Dren, Balmora Guild of Mages, will once again offer summoning spells.
  • The Adamantium Longbow now ignores normal weapon resistance.
  • Fixed some typos in "Clagius Felannus Log", Fort Renius.
  • Added a trap-door to the North Tower in Balmora.
  • Removed lock from tower trap-door, Fort Renius.

Rebirth Changes

  • The somewhat iconic bridges just outside Balmora, towards Fort Moonmoth, are now back in action.
  • Hodlismond's shop in Caldera has undergone a makeover.
  • Made some small tweaks in Ebonheart and Balmora.

Balance

  • Changed Ash Scorpion's poison spell from target -> touch.
  • Decreased daggers' minimum chop/slash damage.
  • Decreased the weight of Adamantium weapons.
  • Warhammers have undergone a balance pass.

Graphics

  • New textures for the Treant (unique encounter)/Slime.
  • New improved mesh and texture for the Ash Scorpion.
  • New improves meshes for sacks and wooden barrels.
  • New improved mesh for the Ebony Spear.
  • New mesh and icon for 'Banhammer'.

Misc

  • Made some changes to the "Racial Diversity" plugin. Some powers and abilities were too strong, and some were too weak.
  • Morrowind Rebirth should now be fully compatible with "Tomb of the Snow Prince".
  • Removed Rainbow Stone Set from the mod.
  • Removed Falmer Shortsword from the mod.
  • Removed Beholder from the mod.

Version 3.0Edit

Morrowind Fixes

  • Corrected a dialogue topic saying that: "The iron warhammer has a single head with a balancing spike to penetrate plate armor". This is incorrect. The iron warhammer has two heads.
  • "Crazy Batou" is not longer "essential", as he's not related to any quests, and killing him does not have any negative consequences.
  • Fixed incorrect water height in the following cells: Vivec, Telvanni Underworks and Vivec, St Delyn Underworks.
  • Marayn Dren, Balmora Guild of Mages, will no longer sell summon spells. Summoning is illegal in Vvardenfell.
  • Added missing Shrine of St. Rilms and Shrine of St. Llothis to the Temples in Suran, Molag Mar and Vos.
  • Added an Orcish Battle Axe to Dur gro-Grambak's inventory (He had no weapon to defend himself with).
  • Key to Worm Lord's Tomb was placed below ground level and thus inaccessible to the player.
  • Ashumanu Eraishah, Suran Tradehouse, will no longer sell Moon Sugar and Skooma.
  • Llaren Terano's corpse will now persist (carries "Ice Blade of the Monarch").
  • Rols Ienith's corpse will now persist (carries "Rotheran propylon index").
  • Crazy Batou's corpse will now persist (carries "Bloodworm Helm").
  • Umbra's corpse will now persist (carries "Umbra Sword").
  • Ajira will now sell potions of rising force, as described in her dialogue.
  • Robe of the Lich enchantment was "cast on use" instead of "constant".
  • Removed vampire script from Jeanciele Macile. He's not a vampire.
  • Warlock's Ring now restore health (as described in lore).
  • Removed the spell "Dagoth's Bosom" from Senise Thindo.
  • Fixed 0 level locks in tombs, caves and dungeons.
  • Added missing enchantment to "Dart of Judgment".
  • J'Ram-Dar should be a Khajiit, not an Argonian.
  • Removed several missplaced "floating" barrels.
  • Removed the spell "Ash Feast" from all NPCs.
  • Fixed a couple of hundred floating objects.
  • Added missing temple marker in Maar Gan.
  • "common_robe_02_h" used incorrect mesh.
  • Rindral Dralor is now a shipmaster.
  • Galyn Arvel is now a shipmaster.
  • Fenas Madach is now a publican.

+ fixed a bunch of other NPCs' which had the wrong class assigned to them.

Morrowind Rebirth Fixes

  • Corrected a dialogue topic saying that "Don't bother looking for a convenient system of bridges or ferries across the lakes and rivers. There aren't any.". This is inccorect. There are 'ferries' (in Rebirth) and bridges, although few and far between. Changed dialogue to reflect this.
  • Removed the books "The War of the First Council" and "Nerevar Moon-and-Star" from Caius Cosades' House. The player is told by Caius to buy these books from the bookseller in Balmora.
  • Fixed some issues in Suran including several wall-pieces that wasn't aligned properly.
  • Tadali Andala no longer stands on her bed in The Black Goblet tavern, Suran.
  • Fixed pathgrids in Caldera, Vos, Ebonheart, Gnisis, Balmora and Seyda Neen.
  • Added missing ownership-flags to items inside Dunmer Delicacies, Balmora.
  • J'Ram-Dar no longer have the ability to summon bears and wolves.
  • Removed scripted doors from Dunmer Delicacies, Balmora.
  • Harald no longer sells repair hammers without uses.
  • Removed ownership flags from empty containers.
  • Tadali Andala now wears a pair of shoes.
  • Fixed some typos.

Morrowind Rebirth Changes

  • Golden Saints will no longer drop glass/ebony weapons each and every time. Instead they'll use bound weapons, with a very small chance to drop glass/ebony weapons upon death.
  • The following spells ("toxic cloud", "fire storm", "lightning storm", and "frost storm") have been tweaked for better balance (damage from 1-20 to 5-20, duration from 5 to 3 seconds)
  • The following spells ("large fireball", "large shockball" and "large frostball") have been tweaked for better balance (damage from 10-35 to 10-30).
  • The following spells ("fireball", "shockball", "poison" and "frostball") have been tweaked for better balance (damage from 5-25 to 5-20).
  • Ash Slaves are now less of a challenge at lower levels. They've also recieved a diffrent set of spells to make them move versitile in combat.
  • You can no longer barter with Falvel Arenim (only had 4 things for sale), Hlaalu Council Manor. He still offers training, however.
  • Decreased 'Alit Bite' poison duration from 5 seconds to 3 seconds. This should make Alits less of a pain at lower levels.
  • Nalcarya of White Haven's house, Angus's house and The Evil Mudcrab and many other interors have undergone a makeover.
  • Decreased the chance of 'dwemer ingredients' to appear in dwemer barrels/chests (from 50 % chance to 25 %).
  • Glass Daggers and Iron Daggers are now a bit more durable, and therefore less likely to break in combat.
  • The door leading to the Master Alchemy Set, Caldera, is no longer locked. The set is guarded, however.
  • You'll now find more ingredients/books/weapons etc (added by Rebirth) placed in the gameworld.
  • Fixed some cases where Ash Ghouls (Dagoths) were much weaker than the regular Ash Ghoul.
  • Fixed several balance issues with Absorb Health/Absorb Magica/Absorb Fatigue.

- Reduced duration from 30 seconds to 1 second. - Drastically increased magica cost.

  • Removed some slaves from Dren Plantation in an effort to improve performance.
  • Increased duration of Chameleon spells from 10 seconds to 15 seconds.
  • Merchants will restock their gold every 3 days (instead of 7).
  • Buffed Dreamers hitpoints to make them more of a challenge.
  • Liches now have the ability to summon Skeletal Minions.
  • Decreased crossbow damage by 5 points (all crossbows).
  • The cost of training has been reduced by half.
  • Clannfear Runt no longer drop daedra heart.
  • Landscape changes, fixes and improvements.

+ A complete overhaul of Caldera Mine.

  • Some traders will now have more gold.
  • Lowered weapon reach of most spears.
  • Increased minimum running-speed.

New Area

  • Find a way into 'The Rift' and obtain a new powerful artifact.

Graphics

  • New improved mesh for Iron Shield and Iron Skull Shield.
  • New improved meshes for wooden platforms (dock statics).
  • New improved meshes for the Ebony Dart, Staff and Mace.
  • "Forsaken Blade" now has its own model and icon.
  • New improved meshes for Imperial architecture.
  • New icon for the shield "Emperor's Defence".
  • New improved meshes for Hlaalu architecture.
  • Daedra Seducers are now less.. cute (lol).

Balmora's Underworld Changes

  • Decreased the amount of loot (including glass daggers, swords, pauldrons..)
  • Decreased the value of several items.
  • Made NPCs tougher.

Version 2.811Edit

I've updated 2.81. New version include:

Rebirth Fixes

  • Included missing texture "vurt_birchbark01".

Rebirth Additions - Vos Overhaul

  • New Traders.
  • New layout.
  • New NPCs.

Graphical

  • New and improved meshes for a large number of plants.

Version 2.81Edit

Rebirth Fixes

  • Fixed an issue with hand to hand making insane amounts of damage against the player and against enemies.
  • Pilgrim's Robe cast on use enchantment now has a duration of 30 seconds instead of 1 second.
  • The unique shield "Emperor's Defence" didn't appear on the character model when equipped.
  • Fixed an issue where the player would land in the sea after traveling to Solstheim.
  • An arch next to Dura gra-Bol house in Balmora didn't connect properly to the wall.
  • Galbedir now has a small respawning stock of soulgems.
  • Raised the land around Caldera Govenors Hall.
  • Fixed floating tower at Ald Velothi Outpost.
  • Increased Daedra Seducers magica pool.
  • Landscape fixes and improvements.

Graphical

  • New and improved meshes for a large number of plants.

Version 2.71Edit

Vanilla Fixes

  • Fixed several issues in Helas Ancestral Tomb.
  • Removed several duplicated quest containers.

Rebirth Fixes

  • I think I have managed to solve an issue with the Pelagiad Mages Guild. In 2.6 and 2.7 the Mages Guild building would sometimes not render properly.
  • Removed "Cinia Urtius" from Tel Fyr docks to prevent doubling; She had already been added to the game by the Morrowind Patch Project.
  • Adjusted spawn-lists so that you won't encounter Dwemer Centurion Archers at the start of your play through.
  • Adjusted the Ai package for Renell, Seyda Neen. He will no longer walk into stuff in his shack.
  • Removed "Thieves Guild Armor" from "Ivrosa Verethi"; She's a member of the "Comonna Tong".
  • Hashir, the Innkeeper at Red Lantern, Seyda Neen, will no longer offer moon-sugar for sale.
  • Fixed an issue with the Ebony Tanto. The handle of the tanto was glowing.
  • Fixed travel markers inside the East Empire South Warehouse, Ebonheart.
  • Ibarnadad Assirnarari in Suran will now close his shop night-time.
  • Made several visual improvements to the Ald'ruhn Temple Complex.
  • Made several visual improvements in Ebonheart.
  • Fixed an incorrect texture-path in the "Face of Kagrenac" mesh.
  • The Nord inside "The Evil Mudcrab" is now less naked..
  • Removed a duplicate door in Caldera, North Towers.
  • Fixed various interior issues in Seyda Neen.
  • Fixed several path-grid issues in Balmora.
  • Removed 3 floating hooks in Ebonheart.
  • Fixed a broken trap-door in Ebonheart.

Balancing

  • The Hunger is no longer immune to frost/fire/shock (still immune to poison), although it will still have a pretty decent defence against these elements (50 % resistance). I hope this will make life easier for mages, who for obvious reasons had a very difficult time dealing with these creatures. Additionally I've given the Hunger a few more hit-points to compensate for this change.
  • Alchemy - Increased the number of points you receive each time you manage to brew a potion (0.5 -> 1.0, vanilla 2.0).

Graphical

  • New improved meshes and texture for "Kwama Eggs" (Thanks to Pherim).
  • New textures for gravestones.
  • New improved icons for (Thanks to WH-Reaper):

- Ebony Spear (Unique) - Falmer Shortsword - Falmer Longsword - Iron Skull Shield - Karpal's Friend - Erur-Dan's Spear - Steel Dagger

Balmora's Underworld

  • Fixed several enchantments, which had no "duration", making them useless.
  • Fixed some floaters.



Uploaded a new file with some additional fixes and improvements.

Rebirth Fixes

  • Added a key to "Varvur Sarethi's" bedroom. Access to this room is required in order to complete a necessary quest for House Redoran.
  • Fixed incorrect AR value for the Stalhrim Helmet (60 -> 55).

Graphical

  • New improved meshes for all steel weapon. Thanks to Pherim for the hard work with these!

Plus some other minor adjustments here and there.

Version 2.9Edit

Vanilla Fixes

  • Removed ownership from Percius Mercius' chests so that you are no longer considered a "criminal" for chosing to accept your reward after finishing the quest "Kill Hard-Heart".
  • Included a fix for the Chuzei Helm, which wasn't properly aligned on the z-axis, making it look wierd on the player and on npcs.
  • NPCs "cattle_imp_f01" and "cattle_imp_m01" was set to race "Nord" instead of "Imperial".
  • Removed barter and repair options from Dagoth Fervas.
  • fabricant_summon, fight: "90" -> "50".

Rebirth Fixes

  • Removed two, rather wierd, sources of "dark" light inside the Seyda Neen lighthouse. I also adjusted the lighthouse door so that it doesn't clip with the wall.
  • Ivramie Sarandas in Tel Naga didn't wear her armor, even though she had several pieces in her inventory.
  • Reduced Scamps running speed, cause they were way to fast for their animation to play properly.
  • Removed a missplaced spawnpoint from the Red Mountain Region (shore creatures).
  • Moonmoth Legion, Guard Tower: Removed lock from the trapdoor.
  • Removed trading services from "Agaran", who's in Ebonheart.
  • Angus Macrina in Pelagiad no longer sells broken stuff.
  • Improved path grids in Ebonheart, Caldera and Khuul.
  • Fixed some scrolls which had wrong weight.
  • Fixed several floaters in Caldera..again.
  • "Last Wish" now has an enchantment.
  • Landscape fixes and improvements.

Rebirth Changes

  • The player will now regenerate a small amount of health every 2 minutes (1-2 points). It's not much, but at least you don't have to run to the alchemist all the time.
  • Moon-and-Star enchantment changed from: fortify personality 5 points to 15 points and fortify speechcraft 5 points to 15 points.
  • Face of Kagrenac enchantment changed from: fortify personality 10 points to fortify intelligence and enchant 15 points.
  • Revised a few lines of dialogue to reflect that summoned creatures no longer have a soul value.
  • Rebalanced damage output of most fire/frost/shock/poison spells (slightly lower damage).
  • Dwemer barrels, drawers etc now have a slighly lower chance to hold rare loot.
  • Medusa's Gaze (Paralysis) spell duration changed from 15 seconds to 6 seconds.
  • Paralysis enchantment duration changed from 5 seconds to 3 seconds.
  • Paralysis spell duration changed from 5 to 3 seconds.
  • Removed all changes to the athletic skill.
  • Re-enabled invisibility for spellmaking.

New artifact

  • Crown of Torment

- Drain Endurance 10 points - Drain Strength 10 points - Reflect 25 points

Graphical

  • Removed and replaced a handle texture attached to two Telvanni doors, with one that doesn't appear streched.
  • New improved meshes for a large number of misc items, including redware pottery, dwemer kegs etc.
  • New and improved meshes for Dwemer weapons and armor (updated version of an included mod).
  • Velothi platforms now have textures that matches other velothi buildings.

Version 2.8Edit

Here's a list of SOME of the changes in 2.8.


Morrowind Rebirth - Main Plugin

Vanilla Fixes "Nomeg Gwai" and "Molag Grunda" will no longer have a soul value. This change is based upon the following quote: "I have spoken to Molag Bal through his statue in the shrine at Bal Ur. He tells me that he does not have the cure for my vampirism, but he will get it for me if I do him a favor. His daughter, Molag Grunda, has been consorting with a Frost Atronach named Nomeg Gwai. If I can kill the two of them, returning their souls to a realm where Molag Bal may punish them, Molag Bal will give me the cure."

  • Alfe Fyr, Beyte Fyr, Delte Fyr and Vistha-Kai are now marked as "essential". Previously you didn't get a warning for killing these NPC's, which could make the quest "Find a way to cure the dreaded Corprus disease" unsolvable.
  • The front door to the temple in Suran used a Hlaalu style door instead of a Velothi style door (Thanks to "cml33" for the fix).
  • "steel_cuirass" and "steel_cuirass_ancient" were missing their biped object(chest) female armor data "A_Steel_Cuir_Female.
  • "bonemold_tshield_hrlb" used the wrong biped object;"towershield_bonemold" instead of "towershield_redoranm".
  • Removed Orcish Tower Shield from Umbra's inventory; Umbra wields a two-handed sword.
  • Fixed incorrect door sounds:

- Wooden Door Close 1 Fx \ trans \ drcreak_opn.wav -> Fx \ trans \ drcreak_cls.wav - Wooden Door Open 1 Fx \ trans \ drcreak_cls.wav -> Fx \ trans \ drcreak_opn.wav

  • Removed duplicated tower section and a corner post piece at the Wolverine Hall.
  • Removed duplicate quest container (ahnassi_drink) from "Ahinipalit".
  • "Ten Pace Boots" now render properly in third person.


Rebirth Fixes

  • Restored "Hair Shirt of St. Aralor" so that the player is able to finish the quest "Recover this lost relic from Kogoruhn.".
  • Removed "Jarl Ragnarsson" from Caldera. The letter found in his house points to that he's no longer on Vvardenfell.
  • "Conoon Chodala's Boots" weight, armor rating and health now matches those of the "Heavy Leather Boots".
  • Some enchanted weapons had stats that didn't match vanilla counterparts (enchantments left untouched).
  • Fixed an issue where stats for the Fighters Guild or the Blades didn't show up in the stats menu.
  • Decreased the 'buzzing' sound flies make around corpses and skeletons.
  • Removed "dark" light source in Seyda Neen Census and Excise Office.
  • Removed a rock which were covering the door to Mausur Caverns.
  • Demon Mace model changed from an Ebony Mace to a Steel Mace.
  • Fixed a bunch of floaters and geometry issues in Ebonheart.
  • Removed "xspriggan.nif", which were the cause of a crash.
  • Fixed incorrect placement of a travel marker in Hla Oad.
  • Fixed a gap in the large bridge just outside Balmora.
  • Fixed doubled door issue in the Balmora Council Club.
  • Included a missing texture "TR_empire_map.dds".
  • Hundreds of landscape fixes and improvements.
  • Fixed incorrect icon for the Morag Tong Helm.
  • "Camp Fire" renamed to "Campfire Kit".
  • Added AI-packages to several NPCs.
  • Fixed pubsign uv.

Rebirth Additions

The Black Pearl

  • Somewhere in the Ascadian Isles, a rare black pearl is said to remain hidden. Legend has it that this pearl once belonged to Dagoth Ur himself. Will you be able to locate the pearl, or will you perish during your quest to find it?
  • Added a few glass bracers across Vvardefell, as they were too hard to come by.
  • Socucius Ergalla now has his own room in the Census and Excise building.
  • Refurnished Caius Cosades house to make it look less "rough".
  • Added an Almsivi Intervention point by the Ghostgate.
  • Decreased the radius of all light sources.
  • Two new gems: Sapphire and Topaz.
  • Misc additions here and there.

Balancing

  • Weak/Strong/wild Spelldrinker were too costly, and powerful. Reduced magnitude to make these three spells more cost-effecient and less powerful.
  • Dreamers are now tougher, more varied in appearance, and wield a larger variety of chitin weapons.
  • All "Dagoth" and "Ash" encounters are now tougher (more health/damage).
  • Increased the cost of "Potion of Cure Blight Disease" from 50 to 75.
  • Increased the value of the "Whitewalker Robe" from 20 to 6500.
  • Decreased the reach for Iron/Silver spears from 1.6 to 1.4.
  • Decreased the damage output for all crossbows by 5 points.
  • Increased the running speed of Alits and Kagoutis.
  • Reduced projectile speed for arrows/bolts/spells.
  • Torches will now burn for a longer time period.
  • Some Dagoth encounters now spawn earlier.
  • Summon spells are now auto-calculated.

Graphical

  • Included "RR Mod Series - Better Meshes", by Resdayn Revival Team. New improved meshes for a large number of objects like potions, alchemy equipment and wood misc items.
  • Fixed incorrect texture path in the Chitin Pauldron mesh (TX_A_Chitin_Shield_round.BMP instead of TX_A_UA_Chitin_pauldron.BMP).
  • Fixed incorrect texture path in the Dunmer stronghold meshes (dirtroad.tga" was instead of "boulder.tga).
  • Improved and smoothed meshes for Indoril Helmet, Shield, Boots and Gauntlets (Thanks to CemKey).
  • Fixed bad vertex shading for a door lock/handle (in_c_door_wood_square).
  • Fixed several meshes which had the wrong ambient color.

- c_m_robe_exquisite_1.1st.nif - c_m_robe_exquisite_1.nif - artifact_bloodring_01.nif - c_ring_common02.nif - c_ring_common04.nif

  • New less colorful textures for Grazeland trees.
  • Improved uv and mesh for the Telvanni forge.
  • New icon for the Draugr Berserker's Helm.
  • Improved mesh for the Glass Shield.


Morrowind Rebirth - Racial Diversity

Fixes

  • Turned the esp into an esm to avoid conflicts with the main plugin.
  • Dunmer's racial ability "From Fire and Ash" re-named to "Ashborn".


Morrowind Rebirth - Balmora's Underground

Fixes

  • Added AI-packages to several NPCs.
  • Fixed missplaced trapdoor.
  • Added gold to traders.
  • Fixed floaters.


Morrowind Rebirth - Misc

  • Removed some textures/meshes/icons from the dl-package.
  • New document with credits.

Version 2.7Edit

MORROWIND REBIRTH 2.7

The main focus of this patch has been to improve the general quality of the mod, meaning finishing a lot of stuff that has been neglected for far too long. You will notice both minor and major landscape improvements in several areas, especially in the Shegorad Region, but also in the Ascadian Isles and the Bitter Coast. You'll be able to enter some new places, that previously had no interior. A lot of time were also put into balancing. Several leveled-lists were recalculated so that high-end weapons/armor won't drop as often, and at higher levels than before. Some spells had their spell-cost reduced to make them more useful for low-level mages. Enchantments are now less overpowered and balanced. On top of all this you will also be able to obtain some new Dwemer weapons and enjoy some bugfixes!

PLEASE START A NEW GAME

Here's a list of some of the things changed/fixed/added in 2.7:

Vanilla Fixes

  • Removed Imperial Shield from Saprius Entius inventory, which was not needed since he's wielding two-handed steel warhammer
  • Removed duplicate container "crate_01_limeware_uniqu" from Vivec, Arena Storage.
  • Removed 6 duplicate Iron Shields in random_iron_fur_armor leveled-list.
  • Fixed a floating doorway in Tel Mora.
  • Fixed two floating shack-doors in Tel Branora.
  • Added common_ring_01_mge to Caldera Mages Guild (scripted ring).
  • Removed three Ash Curse spells from Senise Thindo, which she wasn't supposed to have.
  • Added missing Netch Tower Shield to random_armor_netch_leather leveled-list.
  • Added missing Bonemold Tower Shield to random_armor_bonemold leveled-list.
  • Added missing Glass right/left glass bracer to random_armor_glass leveled-list.
  • Added missing Iron Helm to random_armor_iron leveled-list.
  • Added missing Steel Boots to random_armor_steel leveled-list. .
  • Removed 'ownership' from several banners in Foreign Quarter Canalworks.
  • Renamed ingred_scrib_jelly_02 name "Meteor Slime" to "Scrib Jelly".


Vanilla Fixes (Graphical)

  • Improved UV and mesh for the Iron Towershield.
  • Improved UV for "ex_nord_rock_01".


Rebirth Fixes

  • Corrected the placement of the travel markers in Seyda Neen.
  • Adjusted the reward for selling artifacts to the Mournhold Museum (based on the new values in Rebirth).
  • Removed the door that goes from Jhamondile's house to Shenk's Shovel and vice versa.
  • Removed collision from heather model. Thanks to "Pherim" for fixing this issue.
  • Removed "resist frost" from several NPCs' that wasn't supposed it have it.
  • Removed a "locked door" script from one of the doors to 'The Black Goblet', Suran.
  • Fixed aiAlarm for several NPC's. Numbers were either too high or too low.
  • Fixed several path-grid issues in Ald'Ruhn.
  • Fixed several path-grid issues in Tel Branora.
  • Fixed several path-grid issues in Gnisis.
  • Fixed several path-grid issues in Suran.
  • Fixed several incorrect AI-packages.
  • Added north markers several interiors.
  • Fixed several wall-gaps in Caldera.


Rebirth Changes/Additions

  • Bloodmoon Skeleton Champions now wield Nordic Silver Claymores (instead of regular silver claymores).
  • Bloodmoon Skeleton Berserkers now wield Nordic Silver Battle Axes (instead of random silver weapon).
  • Morrowind Skeleton Champions now wield Silver Claymores (instead of random silver weapon).
  • Imperial Travel Guides will no longer have a full collection of maps. Randomized using leveled-lists.
  • Enemies using 'hand to hand' will now do health damage instead of fatigue damage.
  • Removed random_loot_special (magic weapons/clothing etc) from regular crates and barrels.

- Increased the chances of magic items to appear in the other types of containers (chests etc).

  • Renamed several keys. Example: Standard Key -> Wardag's Key. Still work in progress.
  • Rebalanced several leveled-lists (weapons) so they are more balanced and varied.
  • Some Dark Brotherhood assassins are now female.
  • Raised mercantile and speech craft for all (or at least the majority of them) merchants.
  • Added a travel option to the ship-master in Suran.
  • Reduced the value of several artifacts (armor/weapons).
  • Added Skull Shields' to Bloodmoon skeletons (instead of Iron Shield).
  • Made some small improvements to the dock in Ebonheart.
  • Added a new variation of the "Frost Giant".
  • Scamps now have the ability to throw fireballs.
  • Increased Kagouti's health and damage output.
  • Increased Alit's health and damage output.


Landscape fixes and improvements (Shegorad Region, Ascadian Isles, Bitter Coast)

  • Rezised/moved/added/removed/raised/lowered/ rocks, trees, bushes, grass etc to make the landscape look more natural.
  • Fixed several texture seams.
  • Smoothened unnatural terrain.
  • Fixed hundreds of floaters.


New interiors (Thanks to Fulgore!) - Seyda Neen, Coast Guard Cutters' Office - Dren Plantation, Dren's Manor - Suran, South Guard Tower - Suran, North Guard Tower


New Armor - Duke's Guard Helmet.


New Weapons - Dwemer Crystal Claymore - Dwemer Crystal Waraxe - Dwemer Crystal Staff - Dwemer Crystal Mace


Graphical

  • New models for Dwemer ruins/buildings and other statics as Dwemer chairs, tables lamps and pipes. Credits goes to "ChampionOfHircine".
  • The silver crossbow icon should now better represent the actual in-game model.
  • 10 new splash screens cobbled together by "Say", using artwork by Bethesda.
  • New unique models and icons for 35 amulets (both unique/magical ones).
  • New improved models for Corpus Meat.
  • New ingredient model for heather.
  • New optional main menu by "Say".


Others

  • Removed several unnecessary textures/icons and meshes from the download-package.
  • Renamed hundreds of objects in the cs, which will make troubleshooting easier.
  • Removed Black Glass Shield/Tower Shield from the mod.
  • Cleaned the esp from unused resources.


Next

  • A continued effort to improve the landscapes of Vvardenfell, mainly The Bitter Coast. I also plan to add more roaming bandits and other types of NPC's in different areas. Next patch will also feature some new gems (topaz/sapphire) and 3 new throwing stars among other things. I expect this patch to be ready for release by mid-June. Until then I hope you guys enjoy 2.7