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Mod News Morrowind Rebirth Turns Ten

Saint_Proverbius

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Tags: Morrowind Rebirth; OpenMW; The Elder Scrolls III: Morrowind

PCGamesN has an article about the 10th Anniversary of Morrowind Rebirth. For those who don't know, it is the attempt to update the old Morrowind CRPG to more modern standards, fix some bugs, and so on. Here's some of that article:

The mod turns ten on March 29, and just ahead of the big day, the team has released version 5.4, and listed everything it includes. Some 16 locations in the fantasy game, including Ebonheart, Maar Gan, Balmora, Gnaar Mok, Tel Aruhn, Dagon Fel, and Sadrith Mora have been reworked in one way or another. Some have just had the clutter changed, others have had their NPC scripts fixed to make interactions feel more natural, some have had their layout shifted slightly, and one gives a home to a homeless NPC.​

And some of the update:
  • 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.
The nice thing is that it's also compatible, at least right now, with OpenMW, which is the Open Source engine clone of the original game.Oh, the other nice thing is that apparently you can go in outhouses now! Things you've always wanted to know about.
 

luj1

You're all shills
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As a seasoned Morrowind modder I was never attracted to Rebirth much. It wasn't until years and years later that I tried it. It does some things well. Towns are better and wilderness is more interesting. His ancestral tomb overhaul is phenomenal. Trancemaster has a good eye for environments and new assets are mostly vanilla-friendly. However you can mod in all that yourself. Very few mods are compatible with Rebirth. This is partially because it relies on drastic changes in landscape. If you want to try it, load just Rebirth w/o anything on top. It's not a bad experience, I kind of enjoyed it.
 
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luj1

You're all shills
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If anything, Umbra's location should be randomized. Which there is a standalone mod for already.
 

Elwro

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Divinity: Original Sin Wasteland 2
... but on topic, I have to say OpenMW is a really nice tool and it's good to see this thing is compatible with it. [I played MW via OpenMW on Linux for quite a few hours and loved it.]
 

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