Hi guys! Today I'm happy to introduce you to the latest update, and as always it's a big one! With v 5.2 comes a plethora of changes, mainly aimed at refining various areas of the mod. This incldes fixing a ton of bugs, fixing balance issues and plenty of cool additions. I hope you enjoy 5.2!





Additonal patchnotes for 5.2.1 here: Moddb.com





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 Deadric 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.

The dock and other areas of Seyda Neen have recieved a facelift.



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 Deadra 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.

Reworked the landscape in and around Gnisis.



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



NPCs will now get angry and end the conversation if their disposition falls below 15

(note that the screenshot is from an earlier test, thus 16 disposition).





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.

Enchantments

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

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.

Hundreds of graphical improvements (fixing UV-issues in this case)



More fixes..



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.



St. Meris Shield of Serenity



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.