Morrowind Rebirth Compatible Mods
If you're only looking for fixes and a few engine extensions then I would recommend these five mods (and in this order):- Patch for Purists (Fixes every bug in the game)- Optimization Patch (Fixes and increases performance by a lot)- Morrowind Code Patch (Fully modular engine fixer. A must have.)- Morrowind Graphics Extender (Change resolution, add distant land, shaders etc.)(MGE XE beta in files)- Morrowind Script Extender 2.1 (Optimises MGE + Allows for better mods.)And if you want grass then get Vurt's Groundcover. Although that can be tricky to install.Note that if you're going to use MGSO, then don't get any of these. I would recommend against getting it though simply because it is a buggy outdated mess, imo at least. In addition to the list that Crown provided above, consider taking a look at the STEP Wiki.
It is very thorough, but I think it is also conservative in what it does. It can be a little hard to follow, but I used almost everything in the list and my game looks fantastic now. There are a few other modding guides for Morrowind that also make recommendations. After a lot of contemplation, I went with the STEP Wiki and then looked through the others to see if there was anything else I wanted. Here is the direct link (I hope). Originally posted by:If you're only looking for fixes and a few engine extensions then I would recommend these five mods (and in this order):Do you mean you recommend any of these five mods, from most to least recommended, or do you mean that you recommend installing all of them in this order?What I am trying to say is, do all of these mods work flawlessly together, or should only install certain ones?Also, someone brought up the Morrowind Overhaul - Sounds And Graphics Mod on nexusmods.
Does MGE XE make this one redundant? I meant that you should install them in that order. This is because the Optimization must be installed after Patch for Purists, and MWSE replaces the older version of MWSE included in MGE XE. If you install in that order then they will all work flawlessly together.MGE XE does not make MGSO redundant. MGSO has an outdated version of MGE XE that it uses, but MGSO also comes with graphic replacers.MGE XE simply allows you to set higher resolution, add shaders, set up distant land, and more.
Deadly Dragons is a mod with a singular purpose; make dragons the feared & powerful creatures they supposedly are. If a single giant or small group of local bandits can take down an ancient dragon, why the hell does Skyrim need us to save it? By installing this mod you're agreeing to partake in epic, challenging, and intense battles with dragons. Dec 16, 2011 Deadly Dragons is a mod with a singular purpose; make dragons the feared & powerful creatures they supposedly are. If a single giant or small group of local bandits can take down an ancient dragon, why the hell does Skyrim need us to save it? By installing this mod you're agreeing to partake in epic, challenging, and intense battles with dragons. Skyrim deadly dragons mod download.
I will also say that MGE XE can be quite tricky to figure out how to use for new players. I definitely recommend finding a youtube video on how to use it.Alternatively you could follow the STEP guide that Kvngreenley mentioned. It is very good and you will learn how to properly mod the game. It is a bit outdated though, and does have its own bugs. Still, it is a very good alternative to MGSO and will teach you plenty about modding Morrowind. Originally posted by: I dont really want to replace graphics with fanmade ones. You decide what looks better, but if you don't want to replace the graphics 'with fanmade ones' that's your prerogative.Don't pay attention to all the hate and fear mongering.
MGSO just needs a few patches.Or just get these:(Important: Start a new game after installing the following)www.nexusmods.comA MUST HAVE. Fixes bugs (table, glass armor to name a few).download.fliggerty.comSometimes an error saying that a sound file is missing (for example 'Sound file not found: data filessoundFxREGNwndTREE.wav') appears.www.nexusmods.comThis mod makes Dark Brotherhood assassins only attack the player in his sleep after he reaches a significant point in the game.DON'T USE Animated ContainersEnabling this will cause a glitch that makes all chests in Solstheim empty. This can be turned off in the 'MGSO Options.exe'. 'Change MGSO Settings'.www.nexusmods.comIs a patch that claims to fix empty chests. I haven't tested it. So use at your own peril. This patch is for Tribunal and Bloodmoon.
If you have Morrowind GOTY you should be good to go. Originally posted by:If you're only looking for fixes and a few engine extensions then I would recommend these five mods (and in this order):- Patch for Purists (Fixes every bug in the game)- Optimization Patch (Fixes and increases performance by a lot)- Morrowind Code Patch (Fully modular engine fixer. A must have.)- Morrowind Graphics Extender (Change resolution, add distant land, shaders etc.)(MGE XE beta in files)- Morrowind Script Extender 2.1 (Optimises MGE + Allows for better mods.)And if you want grass then get Vurt's Groundcover. Although that can be tricky to install.Note that if you're going to use MGSO, then don't get any of these. I would recommend against getting it though simply because it is a buggy outdated mess, imo at least.Do those mods work running Morrowind set to german?After a clean installation of TES:M and applying newest versions, of the above mentioned mods, some 'in-game' error msgs pop up at startup. (promted to click a million times 'ok' proceed)Should i avoid starting the game with the officialThanks:). Originally posted by:I can't tell you about if it works when set to German, but yes, you should avoid starting the game with the official launcher.exe.
Morrowind Code Patch should make a new launcher, which is automatically used when starting the game (also in Steam).Well, than the new launcher it was, i've been using.Error codes seem to come from PfP.
File creditsMorrowind RebirthTrancemaster1988 and the Morrowind community.A big thanks to everyone who’ve let me use your work or have helped me with various things. Without you this project wouldn't have been possible.
Morrowind Rebirth Compatible Mods 2017
Down below I've listed composers/modders and others, who have been a part of this mod in one way or another.BETHESDAFor creating this amazing game.COMPOSERSThanks to all the composers for creating new music for the mod. You can see who made a specific track by going to the “Extras” folder. I've added their names at the end of each track.ComposerGuyNicholsDouglaswww.richdouglas.netShrackAttackFor his track ”The Lone Guar”.MODDERSThanks to all the modders for various small mods and resources that I've used in the mod.Xeth-Ban and PetiboyFor ”Ald'Ruhn Temple Complex”.Link to the mod or resource used:letting me use his tree mods. All trees in the Bitter Coast, Ascadian Isles, Grazelands and the West Gash are creations by Vurt. Morrowind Fixes. Fixed an issue where Ajira was supposed to offer Telvanni Bug Musk, Mazte, Flin and Sujamma for sale (mentioned in dialogue), but had none.Morrowind Rebirth Fixes. Fixed an issue where the Mabrigash Helm would float when placed in the gameworld.
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 changesincluding 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 MainMorrowind FixesNote 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 BMrieklingbeUNIQUE1 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 (windhvy.wav instead of blight.wav). Fixed issues where some shop banners didn't match the services provided by the respective shops. Morrowind Rebirth MainMorrowind Fixes. Fixed an issue where two missing textures 'txmasandstone02.tga' and 'txlavacrust00.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 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). 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 (Ratplaguehall1a) 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. 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 wereunable 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.
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 inMorrowind Rebirth. Fixed a door activator to 'The Rift' which upon activation said 'MRDoorAltar' 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 tovisit 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. 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.
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'. 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 'MRPotionHealthScript', 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.
Morrowind Rebirth Changes
Increased the value of the Master's Temple Robe. 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. 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. Here's a list of SOME of the changes in 2.8.Morrowind Rebirth - Main PluginVanilla 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'. 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. FEATURESMorrowind Rebirth is a massive mod with a ton of new features. Down below you can view some of these, but it's only through gameplay that you'll have a chance to fully discover what Rebirth has to offer. Don't like some the changes?