"Explore the island of Vvardenfell as you never have before, with a world built anew to be both alien and familiar to the Morrowind you knew before. New adventures await, with new exciting areas to see and explore, and new artifacts just waiting to be discovered. This is a complete overhaul for Morrowind, adding countless new details, weapons, armors and much more for you to see and do"
Morrowind Rebirth is a total overhaul for The Elder Scrolls III: Morrowind with the aim to enhance the the game by rebuilding the world, by rebalancing most aspects of the game, and by improving the graphics. Rebirth is mainly aimed at returning players and veterans that have seen and done most things in-game, and want a fresh experience. New players are recommended to try the vanilla experience.
Morrowind Rebirth is the result of thousands of hours of modding, and while in a finished state, is still being worked on. For those of you who want more information about the specific changes in this modification please refer to the extensive readme, the features section and/or watch the videos down below for a general overview. Do note that some videos are fairly outdated.
Morrowind 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.
Landscape changes
Creatures
Armor/Weapons/Clothing
Spells
Alchemy
Enchanting
Settings
Birthsigns
Leveled list tweaks
Graphics
Misc
Extras
NOTE: Streamers should stay clear of using the music to avoid their videos being blocked due to copyrights.
Installation and requirements
Please read the article "Installation & requirements", which can be found here: Moddb.com
Bugs and other issues
It's important that you, the players, provide me with feedback and support. Without it I might not be able to track down bugs introduced by Morrowind Rebirth. You're also welcome to report issues found in vanilla Morrowind. Post your bug-reports in the forum section here: Moddb.com at Nexus: Nexusmods.com or send me a personal message at either site.
Morrowind Rebirth and MGSO
I do not recommend using MGSO the slightest. There are plenty of reasons to why you shouldn't use it, and most of them are listed in this reddit post: www.reddit.com/r/morrowind
Morrowind Rebirth and OpenMW
Morrowind Rebirth is currently compatible with OpenMW, and should be compatible with it's multiplayer component, too. Note that OpenMW is still a work in progress so changes in future releases might cause compatibility issues.
Morrowind Rebirth and Tamriel Rebuilt
At this moment I do not recommend using Tamriel Rebuilt with Morrowind Rebirth. While TR is an amazing mod, it doesn't really work well with Morrowind Rebirth due to several reasons. First of all the balance in TR is based on vanilla, thus every item, weapon, armor, rewards etc will not go well with the balance changes in Rebirth. Another thing that will prove to be troublesome is the fact that Morrowind Rebirth comes with a lot of new models replacing rocks, trees, furniture etc. This causes issues like floaters, bleeding objects etc in the mainland.
I heartly recommend getting TR, but play it in a separate installation just to be on the safe side. Follow this guide on how to create multiple copies of Morrowind: UESPWiki
Old Save Game
Please read the article "How to update your old save game to a new version using Wyre Mash", which can be found here: Moddb.com
Compatibility
Please read the article "Compatiblity", which can be found here: Moddb.com
Hey guys! We're back it with a new update, and more fun stuff! This update includes a plethora of changes including new items, balance changes and a lot more. Have fun!
* Fixed an issue where many exterior doors to various Waistwork interiors in Vivec are not properly attatched to their frames.
* Fixed an issue where Kuda, the owner of Kuda's Yurt, Zainab Camp, was missing from the game.
New Dwemer rings for you to discover
* Fixed gaps where you could see the worldspace beyond. The following areas are affected: Baram Ancestral Tomb, Andrethi Ancestral Tomb, Arethan Ancestral Tomb, Othrelas Ancestral Tomb and Andalen Ancestral Tomb.
* Fixed issues where some ingredients such as Heather, Chokeweed and Roobrush had bad alpha flags, meaning that when viewed in certain angles parts of the ingredients would be blocked from view by other parts.
* Fixed an issue where the unique head texture for marelle was playable in the character selection screen.
* Fixed an issue where Procyon Nigilius, Wolverine Hall, didn't provide training.
* Fixed issues where some NPCs didn't wear their assigned armor.
* Fixed incorrect dialogue filtering.
* Dozens upon dozens of minor fixes not really worth mentioning.
* Landscape fixes and improvements.
* Fixed missing ownership flags.
* Fixed typos.
* Added real cave entrances for some grottos (instead of wooden doors). Heavily inspired by "Immersive Grotto Entrances" by HurdraxCustos [Still a WIP].
* The starting spell 'Elemental Burst: Weak' has been changed from on touch to target.
* Replaced the Arano Plantation house with a unique model featuring a mill.
* Added more variety to the Daedric creatures that spawns when picking up a cursed item.
* Added more details to some farms and the surrounding area east of Dren Plantation.
* Added a cellar to Darkstone Manor, which is entered from the outside.
* Added more details to a majority of the interiors in Vos.
* Added more varied clutter to dozens of various interiors.
* Added a tiny amount of clutter outside occupied mines.
* Added more clutter to the exterior of large ships.
* Cursed items will now stack with regular counterparts.
Improved art for dozens of items
Bloodmoon Specific
* Made changes to the Bloodmoon leveled lists. Many creatures/NPCs didn't spawn until level 30/40/50, which took away from the experience of encountering various creatures during a normal playthrough. In my opinion level 40-50 characters are rare, and thus a majority of players will never see some of the creatures/NPCs (new and old alike).
* Smugglers will no longer have random armor pieces assigned to them, which will make them look less like clows. Also added a few more variations of smugglers.
* Tweaked the stats of many Bloomoon creatures and NPCs, making them less spongy. Especially werewolves of various kinds.
* Minor tweaks to loot making it a bit more varied.
Endusal, Kagrenac's Study Overhaul
- Added more clutter, items, enemies etc.
New Clothing
* 2 Expensive Rings
* 5 Dwemer Rings
New Armor
* Glass Helm: Closed
* Strawhat
New Artifacts/Uniques
* Staff of Secrets
* Face of Wrath
New Magic Clothing
* Frostfist
* Poisonfist
* Firefist
* Shockfist
Arano Planation Revamped
New Magic Armor
* Helm of Toxicity
* Helm of Rage
* Helm of Pain
* Cap of Nimbleness
* Cap of Vigor
* Diplomat's Robe
* Merchant's Cuirass
* Smuggler's Gambeson
* Trader's Armor
* Stategist's Plate
New Items
* Dwemer Rubber
* Wooden Platter
* Limeware Lamp
* Razor
New Spells
* Jump: Strong
* Jump: Great
* Jump: Wild
* Slowfall: Strong
* Slowfall: Great
* Slowfall: Wild
Endusal Overhaul
Spells [Base Cost]
* Feather base cost from 0.3 to 0.2 (to make it a bit more viable compared to fortify strength).
* Chameleon base cost from 0.8 to 1.5.
Enchantments
* Changed the enchantment for Scroll of Ekash's Lock Splitter from "target" to "touch".
* Hundreds of UV fixes and other graphical improvements.
* Replaced the Cutter (ship) model with a new more detailed model.
* Replaced the bookart in the Book Blacksmithing tools with ones that reflect their actual look in Rebirth (also updated the text). Consider this a WIP.
* Ash Vampire Dust now has a small particle effect.
* New simplified face texture for Marelle.
* New icon and texture for the book Netch Herder's Book of Jokes.
* New icon and texture for the book Blacksmithing Tools.
* New model for the Bonewalker (closer in look to the greater bonewalker, and also a better looking model overall).
* New model for Nomeg Gwai.
* New model and icon for Skink's Amulet.
* New model and icon for Suldreni's Mace.
* New model and icon for Vintage Brandy.
* New model and icon for Solvistapp.
* New model and icon for Amberfire.
Morrowind Patch Project 1.6.6 [For Rebirth]
* Fixed an issue where the 'Hlaalu Hortator' quest would get stuck in the journal.
* Minor fixes such as typos etc.
Hey guys! The main aim of this update has been to fix bugs, add quality of life fixes and general polish. Obviously it wouldn't be a proper update without...
Greetings friends. The time has come to unveil yet another update, and with that another massive amount of changes. Vivec City improvements, Dagoth Ur...
Greetings friends. The time has come to release yet another update, and with that another huge amount of changes. Interior changes, landscape tweaks...
Greetings friends. The time has come to unveil yet another update, and with that another massive amount of changes. Interior changes, landscape tweaks...
This is the full version of Morrowind Rebirth 6.7.
This is the full version of Morrowind Rebirth 6.6.
This is the full version of Morrowind Rebirth 6.5.
This is the full version of Morrowind Rebirth 6.4.
This is the full version of Morrowind Rebirth 6.3.
This is the full version of Morrowind Rebirth 6.2.1
Practice dummies need health reduced to 200, or alternatively just have them never respawn. They are way too convenient to grind when you need level up multipliers right at the end of level up process (9/10 min/major skills), and allow going far beyond that. It's far too much health.
Also noticed some mismatching flags for keys and doors. e.g Hloa Oed the thieves guild quest to steal dwemer ornaments. I pick-pocked the Khajit but the key didn't work on the chest. There was another instance also but I don't remember where.
Maybe randomize 1 in 15 or so alchemy item containers to have nothing in them...the most reliable way to get money for the first third of the game is to rob everyone's sacks and baskets for ingredients to sell, and there is a LOT. There needs to be, as sometimes that is the only good reward for breaking and entering, but 1 in 15 shouldn't make too much an impact in that regard.
Also I made this...feel free to adapt in 6.6 or ignore.
Nexusmods.com
Nonetheless, this is surely the best mod for MW. Nice work.
Hey!
I've reduced the health further in 6.0, so don't worry.
As for the chest in Hla Oad you are correct. I've corrected the bug. Thanks! If you remember the other one please let me know.
I will consider changing the drop rate for ingredients and I will also take a look at your own settings.
Cheers
Another request: quite a few instances of absurd drop counts from people. The Balmora Council club members all drop 10 of good value items, particularly journeyman repair hammers and lockpicks. But also others like a vampire-infested dwemer ruin southwest of the ashlander camp involved in the main quest, again 10+ hammers dropped by an enemy. The counts should be halved, if not more.
Also another report for you: in the main quest that sends you to the burial tomb to get the bow to convince the ashlanders of your status, said tomb has a bunch of offset mummies and chests (floating in the air). In one of the side areas on the way to the item of interest.
I've made the items spawn in hidden chests instead. That way you can still have the same amount of items available, but if you kill the bunch (which is very likely) the stuff will not be there for easy money.
Will look into the mummies and chests. I know I've looked over it before, but another pass might be needed.
Cheers
More on the practice dummies: I can't stress enough the need for a significant nerf. Vanilla had practice dummies already (egg mines, especially the queens). But they were less often encountered and out the way. I like the concept of the dummies but they ideally need to not respawn AND have like 200 health AND have a number of them removed.
1. As-is, far too convenient to safely level your weapon skills (especially since they are often right next to a smith for repairs).
2. Far too convenient to optimize level up multipliers during town gameplay.
3. Clashes with the already severely limited relevance of egg mines.
4. Accelerates the rate at which you become highly proficient with weapons. I spammed spear on the dummies (further incentivized by the endurance HP on level up mult) and now I am a spear master and OP too early. I should be a good ten spear levels behind, and not have maxed out my attributes so optimally already.
Suggestions to add to your "recommended graphics mod with Rebirth" guide:
Nexusmods.com works very nicely with Rebirth + on top of texture packs like 'MW Textures Enhanced' and fixes the ugliest aspect of the game (caves), which the AI upscale did pretty much nothing for. An absolute must-have.
Nexusmods.com another texture pack to install on top of the AI upscaled 'MW Textures Enhanced' pack. This is only ground/floor textures. Works wonders, just compare seyda neen and the nearby marshland to what it looks like with only the upscale pack installed.
Nexusmods.com Adds a little flavor to vivec and velothi exterior texturing which goes well with your clutter additions. May not be to everyone's taste but is good for the variety and detail. Test and see.
I will return at a later date to suggest some additions to your gameplay guide.
Any News on the Next Update MR.6.6? February?
Soon! It will mainly fix a TON of bugs and polish various things..
Does Better Balanced Combat still work with this?
Pretty sure it does.