Welcome to the 40.th update for Morrowind Rebirth! This is by far the largest update to Rebirth, and includes a plethora of changes like expanded and reworked areas, new creatures, new starting spells, bugfixes and MORE! I really hope you enjoy 4.0!

Posted by trancemaster_1988 on Feb 10th, 2017

Welcome to the 40.th update for Morrowind Rebirth! This is by far the largest update to Rebirth, and includes a plethora of changes like expanded and reworked areas, new creatures, new starting spells, bugfixes and MORE! I really hope you enjoy 4.0!

Vivec Entrance has been reworked from the ground up.



Morrowind Rebirth - Main Plugin



Vanilla Fixes

* Included a fix for extravagant_robe_01_b, which had a gap in the back of the robe.

* Delyna Mandas will no longer carry two glass stormblades.

* Ranes Ienith will no longer carry two glass jinkblades.

* Fixed Imperial Tavern window UV issue





Bounty Hunters will now hunt you if you have a high enough bounty.



Morrowind Rebirth Fixes

* Various fixes and optimizations for the following meshes: 'flora_heather_01', 'furn_de_ex_stool_02', 'furn_de_ex_table_02', 'flora_tree_03' 'flora_tree_wg_05', 'flora_bc_tree_07' and 'flora_bc_tree_08'.

* Removed sneak script, which made guards follow you while sneaking, as it didn't work as intended and created several AI issues.

* Moved an NPC [Zalit Sadri] from a road in the Molag Amur region to ensure better compatibility with LGNPC Pax Redoran.

* Fixed an issue where the door to Dagoth Ur, Outer Facility transported you to Abaelun Mine

* Removed misplaced lock-script on Dren Plantation, Shipping House door.

* The door to Gorvas Vule's Tower cellar is no longer inaccessible.

* Added AI-packages to Hill Giant, Frost Giant and Frost Monarch.

* New improved icon for Absinthe.

Dark Brotherhood assassins apparel now differs based on rank (note that there have been some visual changes since I took this picture).





Morrowind Rebirth Changes

* Dreughs have recieved a spell which burdens the player (one cast per creature). Lone creatures won't be particularly harmful, but in groups they will be leathal.

* Most NPCs whom will follow you at any time throughout the game have been given a boost to different stats such as athletics, acrobatics or health.

* Combat delay (the pause between each attack from NPCs/creatures) has been reverted to original values.

* Better spell sorting wherever possible. For example 'Strong Fire Shield' to 'Fire Shield: Strong'.

* Sirollus Saccus no longer provides an unlimited amount of secret masters hammers.

* Fire/Frost/Storm Atronachs will no longer cast shield Fire/Frost/Shock Shield.

* Dremoras (Dremora Lords exluded) no longer cast Fire Shield.

* Dark Brotherhood assassins apparel are now visually different based on rank.

* Golden Saints will now use Silver Weapons instead of Bound weapons.

* Arrille, Seyda Neen, now has a few more basic spells for sale.

* Dren Plantation has recieved a major overhaul to the outlying farmland.

* Andrades's Tradehouse, Balmora, has recieved a minor overhaul.

* Seyda Outpost, Seyda Neen, has recieved a minor overhaul.

* Vivec Entrance has recieved a major overhaul.

* Restocked vendors in Vos with some rather interesting objects.

* Enchantment recharge per second from 0.0250 to 0.0100.

* Health regeneration (base value) has been slowed down.

* Daedras will no longer spawn in the wild.

* Fixed hundreds of floaters.

* Fixed typos.

Samarys Ancestral Tomb has been expanded (where you find the Mentor's Ring).



Morrowind Rebirth Additions

* Bounty Hunters will now approach you in different areas, mainly taverns, if you have a bounty of 500 or more.

* Expanded Samarys Ancestral Tomb, the tomb where you can find the Mentor's Ring.

* Expanded the interior of Fort Ashmoth (added by Rebirth).

* Visual additons/enhancements here and there.

* New creatures:

- Greater Skeleton Warrior (new model)

- Greater Skeleton Archer (new model)

- Crippled Skeleton (new model)

- Skeleton Marksman (crossbow)

- Skeleton (new model)

- Skeleton Lightning Mage

- Skeleton Frost Mage

- Skeleton Fire Mage

- Lightning Guardian

- Frost Guardian

- Fire Guardian

New spells:

- Poisonbloom: Wild

- Firebloom: Wild

- Frostbloom: Wild

- Frostball: Dire

- Fireball: Dire

- Elemental Burst

- Resist Elements

* New clothing:

- Exquisite Gloves

New Skeleton variations



Balancing



Creatures

* Dwarven Spectres are now immune to poison and paralyzation.

* Bull/Betty netches now have a 75 % resistance to poison.

* Ancestor Ghosts are now immune to paralyzation.

* Storm Atronach speed from 14 to 18.

* Earth Atronach speed from 9 to 20.

* Frost Monarch speed from 15 to 45.

* Frost Giant speed from 15 to 35.

* Hill Giant speed from 15 to 45.

* Lich health from 280 to 300.



Potions

* Changes to potion weight:



- Exclusive potion weight from 0.25 to 0.50

- Quality potion weight from 0.50 to 0.75

- Standard potion weight from 0.75 to 1.0

- Cheap potion weight from 1.0 to 1.25

- Bargain potion weight (1.5)



* Changes to all fortify potions:



Magnitude

- Fortify: Bargain magnitude from 5 to 6

- Fortify: Cheap magnitude (8)

- Fortify: Standard magnitude (10)

- Fortify: Quality magnitude from 15 to 12

- Fortify: Exclusive magnitude from 20 to 14



Cost

- Fortify: Bargain cost from 5 to 20

- Fortify: Cheap cost from 15 to 40

- Fortify: Standard cost from 30 to 60

- Fortify: Quality cost from 60 to 80

- Fortify: Exclusive cost from 90 to 100



* Changes to all beverages:



Magnitude:

* Cyrodiilic Brandy fortify willpower/endurance magnitude from 20 to 10.

* Sujamma fortify strength/drain intelligence magnitude from 25 to 20.

* Shein fortify endurance/drain personality magnitude from 20 to 15.

* Nord Mead fortify strength/drain agility magnitude from 30 to 25.

* Mazte fortify strength/drain willpower magnitude from 20 to 15.

* Telvanni bug musk fortify personality magnitude from 25 to 15.

* Flin fortify willpower/strength magnitude from 20 to 15

Delve into the depths of Fort Ashmoth.



Weapons/Armor

* Bound weapons/armor no longer provide any additional skill bonuses when 'conjured'.

* Decreased the value of devil, demon and fiend helmets.

* Arrow of Wasting Flame/Shard/Spark/Viper value from 20 to 6.

* Azura's Servant value from 25450 to 14250.

* Telvanni Dust Adept Helm AR from 5 to 8.

* Telvanni Mole Crab Helm AR from 6 to 10.

* Snow Bear Armor AR from 35 to 40.

* Claymores/Dai-Katanas reach from 1.5 to 1.4.



Spells (base cost)

* Fortify Attribute base cost from 0.5 to 0.6.

* Weakness to Fire base cost from 0.25 to 0.2.

* Weakness to Frost base cost from 0.25 to 0.2.

* Weakness to Poison base cost from 0.25 to 0.2.

* Weakness to Shock base cost from 0.25 to 0.2.

* Weakness to Magica base cost from 0.25 to 0.3.

* Detect Enchantment base cost from 0.5 to 0.8.

* Detect Creature base cost from 0.5 to 0.8.

* Detect Key base cost from 0.5 to 0.8.

* Resist Magica base cost from 0.5 to 0.6.

* Resist Shock base cost from 0.4 to 0.3.

* Resist Poison base cost from 0.4 to 0.3.

* Resist Fire base cost from 0.4 to 0.3.

* Resist Frost base cost from 0.4 to 0.3.

* Charm base cost from 3.0 to 2.5.

* Command Humanoid base cost from 4 to 3.5

Dren Plantation has been reworked.



Spells (general)

* Free Action (cure paralyzation on self) changed from self to target.

* God's Fire/Frost/Spark magnitude from 10-50 to 15-30.

* Wild Open magnitude from 50-75 to 75.

* Summon spells duration from 60 to 45 seconds.



Starting Spells (new)

New spells that are weaker variations of existing spells. These spells carry a low magica cost (3-6 points), which enables low level mages a chance to practice their skills without running out of magica all the time.



* Destruction:

- From 'Firebite' (Fire Damage 10-25 points) to 'Elemental Burst: Weak' (Fire/Frost/Shock damage 4-6 points for each element).

- From 'Exhausting Touch' (Drain Fatigue 10-10 for 30 seconds) to 'Exhausting Touch: Weak' (Drain Fatigue 10-10 for 15 seconds).

* Mysticism:

- From 'Detect Animal' (Detect Creature 10-10 points for 30 seconds) to 'Reflect: Weak' (Reflect 10-10 points for 15 seconds).

- From 'Tap Energy' (Absorb Fatigue 12 points) to 'Tap Energy: Weak' (Absorb Fatigue 8 points).

* Restoration:

- From 'Hearth Heal' (Restore Health 15-30 points) to Regenerate: Weak (Restore Health 5 points for 3 seconds).

- From 'Feet of Notogo' (Fortify Attribute: Speed 10 points for 90 seconds) to 'Haste: Weak' (Fortify Attribute: Speed 10 points for 30 seconds).

* Conjuration

- From 'Summon Ancestral Ghost' (Summon Ancestral Ghost for 45 seconds) to Summon Skeleton: Weak (Summon Skeleton for 15 seconds).

- From 'Bound Dagger' (Bound Dagger for 45 seconds) to 'Command Creature: Weak' (Command Creature 5 points for 15 seconds).

* Alteration

- From 'Water Walking (Water Walking for 30 seconds) to 'Water Walking: Weak (Water Walking for 15 seconds).

- From 'Shield' (Shield 15 points for 30 seconds) to 'Shield: Weak (Shield 10 points for 30 second).

* Illusion:

- From 'Charmeleon' (Charmeleon 20 points for 15 seconds) to Charmeleon: Weak (Charmeleon 10 ponts for 15 seconds).

- From 'Sanctuary' (Sanctuary 15 points for 15 seconds) to Sanctuary: Weak (Sanctuary 10 points for 15 seconds).

Ebonheart now has proper defences.



Enchantments (items/scrolls)

* Feather Ring, Feather Belt and Feather Shield enchantments:

- Feather magnitude from 20 to 50.

* Lord's Mail

- Resist Magica magnitude from 5-25 points for 30 seconds to 25-25 for 30 seconds.

- Restore Health magnitude from 20-20 to 25-25.

- Enchantment capacity from 300 to 400.

* Scroll of Ekash's Lock Splitter enchantment

- Open magnitude from 75-100 to 100.

Scroll of Fiercly Roasting enchantment:

- Fire Damage aoe from 100 to 25.

- Fire Damage duration from 5 to 2

- Fire Damage magnitude from 15-75 to 25-50

- Weakness to fire from 15-75 to 50-50.



Birthsigns

* The Lady

- Fortify Personality/Endurance 15/15 points to 10/10 points.

- New power: Lady's Charm: Charm 20 points on touch for 30 seconds.

* The Mage

- Fortify Maximum Magicka 1.0x INT to 0.5 x INT.

- New power: Arcane Concentration: Fortify skill - Alteration, conjuration, destruction, illusion, mysticism, restoration 10 points for 60 seconds.

* The Lover

- Fortify Agility 25 points to 20 points.

* The Lord

- Restore Health 5 points for 10 seconds to 8 points for 10 seconds.

- Weakness to Fire 50 % to 25 %.



Ingredients

* Raw Ebony value from 175 to 150.

* Sapphire value from 175 to 150.

* Ruby Value from 150 to 125.

* Topaz Value from 125 to 100.

* Pearl value from 100 to 80.

* Emerald value from 100 to 75.



Misc

* Vampire bonus to sneak, athletics, acrobatics, hand-to-hand, unarmored, mysticism, illusion and destruction from 30 to 15.

* Aundae, Berne and Quarra extra skill bonuses magnitude from 20 to 10.

* Vampires now have a constant effect Night Eye of 25 points.

* Removed Nordic Silver Weapons from Solstheim smuggler/berserker leveled-lists.

* Fortify/Drain attribute have been removed from spellmaking/enchanting.

- Clagiu Gratus, Pelagiad Guild of Mages, now sells fortify attribute spells.

- Malven Romori, Vivec Guild of Mages, now sells drain attribute spells.

* Deadra heart drop chance from 50 % none to 75 % none.

* Marshmerrow spawn chance from 10 % none to 25 % none.

* Wickwheat spawn chance from 10 % none to 25 % none.

* Saltrice spawn chance from 10 % none to 25 % none.

* Ash Yam spawn chance from 20 % none to 25 % none.

* Chokeweed spawn chance from 10 % to 20 % none.

* Decreased the value of most common books.

* Scroll of Fiercely Roasting value from 250 to 375

* Scroll of The Black Storm value from 250 to 325





Graphics

* New textures for the generic pubsigns found on the exterior walls of Imperial Taverns.

* New textures for the gravestones found in Pelagiad.

* New model for generic Bonemold pauldrons.

* Reduced the size of some unecessarily large textures.





Other Changes

* Removed unecessary files from the archive.

* Removed Iron Skullshield from the mod.







Morrowind Rebirth - Racial Diversity



Changes mainly to counter the fact that you can easily cap resistances early on, making you invulnerable to a specific damage-type for the rest of the game.



Bosmer

* Blood of Auri-El

- Resist Common Disease 75 points to 50 points.



Altmer

* Vigorous

- Resist Common Disease 75 points to 50 points.



Imperial

* Call To Arms

- Command Humaniod 10 points for 30 seconds changed to Calm Humanoid 30 points for 10 seconds



Dunmer

* Ashborn

- Resist Fire 75 points to 50 points.



* Protective Spirit

- Sanctuary 50 points for 30 seoconds to 25 points for 30 seconds.



Nord

* Winters Bone

- Resist Frost 75 points to 50 points.



Orc

* War Cry

- Demoralize Humanoid 15 points for 15 seconds to 50 points for 10 seconds.

* Battle Hardened

- Fortify Attack 5 points to Resist Magica 25 points (vanilla).

- Changed name to "Hardened"



Redguard

* Naturally Resistant

- Resist Common Disease 75 points to 50 points.

* Whirling Charge

- Removed.





All the best,



Trance