2221 comments

  1. johanrosen
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    Please report bugs in the "bugs" tab. It's easier for me to keep track of issues there, instead of in the comment section.

    Troubleshooting:

    Scenario 1
    PROBLEM: I've got a warning telling me that "One or more plugins could not find the correct versions of the master files they depend on".

    a) Ignore the warning. It's not something that will break your game in any way.

    Scenario 2
    PROBLEM: NPCs and statics are doubled. Doubling can be caused by a variety of reasons. Here are the two most common ones:

    a) You are running two different versions of Morrowind Rebirth at the same time.
    b) You are running an old save-game. You will need to repair your save-game using Wrye Mash. Follow the steps here: https://www.nexusmods.com/morrowind/articles/38

    Scenario 3
    PROBLEM: I'm unable to access " Data Files" on the start-up menu.

    a) Try to remove a few letters from the esp/esm names.
    b) Make sure you are running the Morrowind exe as an "admin".

    Scenario 4
    PROBLEM: Trunks, logs etc. in the Bitter Coast Region are "white" and doesn't have any textures.

    a) Remove 'flora_bc_knee_01' to 'flora_bc_knee_04' and 'flora_bc_log_01' to 'flora_bc_log_02', which all can be found in Morrowind/Data Files/Meshes/f.

    Scenario 5
    PROBLEM: I'm seeing a ton of floating root-meshes in the West Gash Region.

    a) It's likely that you're using a tree replacer that overwrites the files included in the Morrowind Rebirth archive. Because of this you will have to replace the root meshes with "empty" meshes. To do this you have to download the following mod: http://www.nexusmods.com/morrowind/mods/30669/? and pick "Vurt’s Leafy West Gash v10a". When you've downloaded the file open up the archive and copy 'vurt_flora_root_wg_01' to 'vurt_flora_root_wg_08', then paste these into Morrowind/Meshes/f.
  2. johanrosen
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    So I've started a new discord server to make things easier for you guys to communicate with me and others in the community. I hope to see you around: https://discord.gg/Qy2z2jn
  3. rdcl170
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    Hey, can anyone tell me what's up with this?

    Morrowind Rebirth - Mercenaries [Addon].ESP - "Bloodmoon.esm is required for this file to be loaded, and it has changed since this file was last saved. You might experience problems with this game"

    I noticed that this is the only mod that points to it's parent master as "BLOODMOON.ESM" instead of "Bloodmoon.esm" like the rest of the mods. Is this actually going to cause an issue or can I ignore it??
    1. DeleteRepeat
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      I don't believe it is cap sensitive. Double check that you have bloodmoon.esm activated, and triple check that you have it above rebirth and quadruple check that you have registered it in your INI (though I am pretty sure it already should be)
    2. johanrosen
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      You'll get this error when there is an esp or esm made in a different version of Morrowind.

      It's harmless to my knowledge.
  4. Elder_123
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    Hi, I wanted to leave a reply about how much I enjoyed this mod! I've played it around ~2.5 times now with various characters, and it's helped immensely with making the game feel more alive with every playthrough (especially with all of the additional content in every new version).

    The lively feel created by extra NPCs/buildings is great, but what really sells this mod for me is the all-encompassing nature of it. I know some people like to customize their load order with 200 + different mods for every little thing, yet with something like this, I can get a fresh and exciting experience with what almost amounts to an all-in-one package. Things are balanced, lore-friendly, and mesh great together (ha ha get it ... mesh) because they're designed under one vision. Throw in a few dedicated graphics/quest mods, and you're pretty much set, which is great if you don't want to go through the hassle of unending compatibility and versioning issues.

    The included extra textures/meshes/content are great (and kudos to all of the talented artists who made them). I also thoroughly appreciate the dedicated approach to making the game more balanced across the board, by removing some of the more overpowered features and bringing others more in-line. The new dungeons also add a much-needed unique feel compared to the frequent "5 bandits chilling inside a monochrome cave" that we always forgive vanilla Morrowind for. The little details add up too: Making summoned creature souls not count as much as much as the real thing, changing constant-effect enchantments to be harder to attain, balancing prices dramatically, all great to keep things immersive and enjoyable.

    I did have some comments/ suggestions on things that I feel could be improved. I want to emphasize that none of these are deal-breakers by any stretch of the imagination; they're just things that I got peeved by in my most current playthrough, and in no way reduce the overall quality and effort put into this mod. In no particular order (*maybe mild spoilers*):

    -There were a few new settlements whose locations made no sense to me. In particular, these were the smuggler-ish town near Ald Redaynia, and the Ald Maaryon redoran town in the northern ashlands. The locations of these places are so remote that I found it hard to believe that people would be willing/able to live there, and detracted from the desolate vibe that their respective locations tend to impose in the original game. In the case of Ald Redaynia, you have an incredibly remote and weird place in the utter north with nobody around; having smuggler shacks 50 ft away from the ancient temple and its skeletal guardians seems weird. In the case of Ald Maaryon, I was under the impression that anything past the foyada running north-west above Maar Gan was outside redoran territory. That whole area is overrun by animals, blight and sixth house. If the redorans managed to build something there, they must have either travelled through telvanni territory extensively (unlikely), or passed straight past the supposedly-lost kogoruhn. Either way, I feel that these settlements are out of place.The Ald Redaynia one could be moved a bit further and the smuggling nature of it made more clear (i.e. remove the guard). The Ald Maaryon one would be a fantastic place for not a living settlement, but a destroyed one (i.e. redorans tried to build something, got killed, and now it's creepy and filled with blight monsters).

    -Not sure if this is my own textures conflicting, but I found some issues with the Urshilaku Burial Caverns pillar-things; some of them were too tall, causing them to "swallow up" the bottom parts of the mummies atop them, sometimes including treasures at those mummies' feet. This didn't happen with each of the oillars, but for some of the ones further into the caverns.

    -For the custom dungeons, while the design and aesthetic is fantastic, I cannot help but find that there are just too many enemies in some places. I understand that it makes this a little bit more challenging than "5 bandits in monochrome cave", but it almost feels a little unimmersive, because one goes from extremely sparsely-populated places to such highly dense ones rather abruptly. I think it would be a great idea to "concentrate" some of those monsters; i.e. reduce the overall number, and pick out a few rooms where there's a bunch of tough things at once. Some places I found this particularly egregious to be in were the Dwarven dungeon in the middle of the grazelands (nonstop centurions), and the dungeon under Seyda Neen (lots of skeletons given its location).

    -On the subject of the Seyda neen dungeon, it feels a little out-of-the blue given how easily you can enter it. One very easy fix for this would be to, instead of having the dungeon itself accessed through that tower, have a note/message in the tower's basement alluding to the location of the actual dungeon (which would be some hidden cave entrance elsewhere). This way, you won't have new-ish players stumbling into fights with the dozens of skeletons down there.

    -This last bit is probably really hard to deal with. Since you've made a good deal of progress in balancing things, I noticed that Conjuration is still an extremely overpowered school. There's just nothing stopping any mage player from spamming out a bunch of monsters, and having them dogpile on top of what would otherwise be extremely difficult fights. Tough custom-dungeon NPC with good gear, resistances, spells? No problem, just make a bunch of custom summon spells and flood the area with skeletons or atronachs. I think that the mana cost to damage output ratio for the summoning spells is way too low, to the point where the only real bottleneck is the monsters' AI (have too many creatures and they start being dumb, causing the enemy monsters to run at me instead :-P). The only simple way I can think of to deal with this would be to perhaps greatly increase the respective mana costs of summoning while buffing their stats and durations. Get one strong monster out for a while at a big investment, instead of conjuring twenty of them to stunlock the enemy. I realize that this is far from the only balance issue in what is really a broken-ass game, but it came off as one of the more egregious ones since foes have so few ways to counter it. If you are interested in further balancing things, I think this would be worth further consideration.

    Those things aside, I want to thank you again for a fantastic mod, and for the continued effort you put into maintaining and improving it! I look forward to see where you will take things next.
    Cheers.
    1. johanrosen
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      Thank you very much for your extensive review. It means a lot to me that you took the time to write this, while providing valuable feedback.

      As for the questions I'll answer them one by one. Do not that English is not my native language so I might not be able to give lengthy replies. I do value your feedback however.

      - I get that these settlements can feel a bit out of place, especially Ald Maaryon. I don't think I'll remove it outright, but I can turn it into some sort of smugglers den, rather than a Redoran outpost. As for Ald Redaynia it's actually mentioned in dialogue to be a remote fishing village (which didn't exist in vanilla). The placement of it is mainly due to the fact that there are no other cells in the area with the name 'Ald Redaynia'. Placing the village somewhere else would screw up cell names. So instead of for example 'Ald Redaynia, The Black Pearl' it would read 'Sheogorad Region, Ald Redaynia, The Black Pearl'.

      - Yeah It was an oversight by me. It will be fixed in the next update.

      - I agree. I'll see what can be done. After all Morrowind is more about exploring fantastic locations, rather than a hack and slash experience. At least that's the way I see it.

      - I probably won't move the dungeon anytime soon, but I get why it might feel a bit out-of-the-blue. I'll keep it in mind for a future update.

      - Conjuration is a tough one. It's a beloved school and making it too difficult to cast several summons would probably upset a lot of folks around here.

      Personally I'd like to either:

      1) Make them really vulnerable to all sorts of magic and normal weapons.

      2) Reduce the health of summons by 50 % making them less of a wall between you and the enemy.

      Either nerf coupled by a slight buff to duration (45 seconds to 60 seconds) should make things a bit more balanced overall. The player can still summon a litteral army of summons, but these summons won't be as powerful as their normal counterparts.


      Again thank you.

      Cheers

  5. paleknightess
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    Just played through most of the game with this, including Bloodmoon and Tribunal. I had a lot of fun!

    I played as an assassin with the Serpent birthsign, so Ripper was one of my goto weapons for good parts of the game when I wasn't using shortblades or the daedric crescent. Made my home in Ashmelech, since I was too lazy to get into the real estate market.

    Mostly focusing on Morag Tong and the Main Quest. Spent my early game as a vampire, a member of the Aundae clan. Living off hapless slavers, and freeing slaves with a quick mod I made that let me do that as a vampire. Some of the extra content made being a vampire really interesting, since there are stories all over the place with this that are told outside of dialog.

    Cleared out many dark places, especially daedric shrines which were really cool with this. I'm sure there's tons of stuff I missed too. The deadlands was really fun, and a very thematic encounter for my character. Other stuff I loved: the extra ambience in towns, Ebonheart, that dwemer dungeon in the grazelands, all the new types of well-fitting baddies keeping things interesting. Especially loved all the elemental shield effects and skeletal mages, made me have to think a bit in situations where I would just slice and dice. (You always want to hit as hard possible with those guys in my experience.)

    Slaughterfish are electrifyingly terrifying with this, especially early on.

    I could go on and on, and I'm a bit sleep deprived after having beat the two expansions in 24 hours.

    Could be interesting to some: I used Antares Tribunal Main Quest, since I thought it would go well with the Morag Tong questline. (I figure it's an alternate timeline where my actions in the Morag Tong made Mehrunes Dagon try to rush things.) No conflicts I ran into. Ghost Revenge worked well with this too.

    The only changes I made to the gameplay myself was some stuff with the jump mechanics, since I had an anime-type ninja in mind when I created my character, and the game settings included here made that a little more difficult than I prefer in my playthroughs. (By the end of the game I was jumping cells with my self enchanted 20 pt constant effect jump Parasol Love Ring that would have gotten me killed with the default settings.)

    I recommend everyone try this at least once, with minimal other mods. There's so much here, you really don't need them anyways. It will really increase your imagination of what Morrowind's world could be.
    1. johanrosen
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      Thanks for sharing your story. It sounds like you had a lot of fun, which makes me really happy.

      Please feel free to share any thoughs of what you think can be improved, or what you would like to see in the future.

      Cheers
    2. paleknightess
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      Sure. Here's what I can think of:

      I really like what you did with the Souls and the soulgems, and with enchanted items. Made for an novel experience to basically need batteries all the time. More creatures possibly re-scaled to fitting the "Lesser Soul Gems" would be helpful. It could be I just missed something, but I found it difficult to fill those gems when compared to other ones, so I was often running out of other gems while I had a bunch of lesser gems.

      The way texture seems on roads were handled, so that there are gaps of grass. Sometimes, this was confusing for me, especially when it was foggy and there was inclines, I would lose the road since I'm so used to relying on them in mental auto-pilot mode. (I roleplayed it like my character was always pissed off about road maintenance. Or is there a weird wizard going around growing magic grass over roads to confuse me?) You'd expect that there would at least be evidence of people crossing over from one type of road to another, so it can be wee bit muhmursions breaking. Maybe you just haven't gotten around to it, it would be cool if you did stuff like try to use rocks/foliage/other stuff (pothole with makeshift bridge, flooded out road with a notice, etc.) to cover up some of these seams instead.

      "Hide the sugar, hide the skooma" like functionality for the many items that you can't bring to various shopkeepers would be nice. I like that they won't buy them from a roleplaying perspective, but there are so many that I kept forgetting to pick things back up and take them with me. (I tried roleplaying dropping things off at one of my safe houses at first, but late-game it gets tedious, so I started dropping it all on the counter. I was the fetching Nerevarine, after all.)

      Forgot to mention this earlier, but I also I loved the gloriously fetched up Sorkvild the Raven stuff too.
    3. johanrosen
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      I'll keep your feedback in mind for the next update :-)

      Thanks again for the post.

      Cheers
  6. ryanmar
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    For some reason, with this mod I get a weird bug where NPC's don't greet me unless I stand in front of them awkwardly for several seconds. Is that supposed to be happening? How can it be fixed, if it is in fact a result of Rebirth?
    1. johanrosen
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      Rebirth does tweak npc greeting distance (so they don't greet you from miles away lol), but the detection system in MW is wonky in general.
    2. ryanmar
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      How would I change that? Is it a GMST? The game just feels a little more lonely without NPC greetings lol.
    3. johanrosen
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      It is a GMST. To change it load up the Morrowind Rebirth - Game Settings [Addon] esp in the constuction set (don't forget to set it as an active file). Then head to the gameplay tab -> settings -> gameplay - locate iGreetDistanceMultiplier and change it to whatever you like. 6 is the default value in vanilla.
    4. ryanmar
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      Thanks!
  7. hakinaro
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    Hi i was trying to add some unique weapon graphics that need an esp to function but i didn't want them overwriting any weapon changes you made so i opened morrowind rebirth main in the construction kit and it said moved reference not found in master file and after that it had a few object reference missing in active file is this something i can safeley ignore without messing everything up?
    1. johanrosen
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      It's difficult for me to say based on your information, but perhaps you can take a look at the warnings.log in your morrowind folder? Posting that info will help me to give you a better answer.

      Cheers
  8. Fallujah420
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    Would you ever consider doing a graphics installation guide on what visual mods you use and which are installed in which order? I am currently playing Rebirth with JUST MSGO but .... its difficult to get past some of the dated visuals haha
    1. teralitha
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      if you read the details page you would have seen that this mod creator strongly recommends NOT using MGSO with rebirth.
    2. johanrosen
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      Hello!

      I use no visual mods except for what's included in Rebirth.

      Cheers
    3. Fallujah420
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      Not MSGO my bad I meant jusut the graphics extender
  9. DWS
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    Thanks for 5.0 :)
    I wish there was a working Herbalism mod for this, even if plants with special tools (e.g. muck shovel) were excluded. That would be awesome.
    I am aware of Graphic Herbalism Universal, but it seems to have a few issues with MR. https://www.nexusmods.com/morrowind/mods/45342?tab=bugs
    Let me know if I can help with the scripts or testing or something like that.
    €: OK, I have seen you have changed the ownership of many plants, that could be a problem with the herbalism scripts I guess.
    1. johanrosen
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      Can't you simply put MR in a different loadorder?
    2. DWS
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      There are scripts attached to the plants, similar to your muck shovel script at mucksponges. Either those scripts would be removed by MR (loading after Herbalism) or whatever your MR changes to plant containers are gets overwritten by Herbalism. I think someone would have to take a closer look into both mods to merge them without greater losses.
    3. Maxrebo
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      You might wanna give the newly released Graphic Herbalism - MWSE and OpenMW Edition a try since it says its compatible with rebirth on its main page.
    4. DWS
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      Thank you, I will take a closer look.

      €: It's kinda compatible. You cannot see anymore if plants have owners. And Rebirth changes quite some flowers with ownership of gardeners and guards. Them owners do not take much time to argue it out with you. But I think I can live with that.
  10. boofdawg
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    Just want to say I love your mod! Quick question though; didn't you use Antares' Creatures at one point? Was sorta hoping the critters were included. Still I can't stress enough how awesome your mod is to well all of us!!
    1. johanrosen
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      Some of his creatures are in fact included, and thank you for the kind words :-)
    2. boofdawg
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      Oh thankz for the quick respond! Yay!! Im happy some of those creatures are used. Again beautiful mod.
  11. weedmonger
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    Does OpenMW break the scripts for the mercenaries plugin? I hired Mabrel but whenever she takes damage she just gets stuck in a loop of casting heal's on herself over and over forever unless I kill her and resurrect her. Makes her quite useless as a companion, plus she never tries to fire spells at enemies, just keeps attempting to stab them with her crappy dagger.
  12. pol4446
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    Hello, thank you all for awesome work. I looked topic about LGNPC but i didn't find final answer on my question. So Rebirth is compatible with all mods LGNPC except LGNPC Pelagiad ?
    1. johanrosen
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      I can't say for sure, but I know there were some issues with LGNPC Pelagiad. I also recall that LGNPC Pelagiad isn't very well written compared to the other plugins, so it might not be worth getting anyway.
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