Highlights
- Morrowind Rebirth mod for Elder Scrolls 3 gets new items and fixes in update 6.7.
- Mod aims to keep Morrowind fresh with rebalancing and new content for veteran players.
- Despite age, Morrowind remains popular with an active modding community.
The team behind the awesome Elder Scrolls 3: Morrowind mod, Morrowind Rebirth, has released a brand-new 6.7 update, bringing a bunch of new items to Bethesda’s classic RPG. Although Morrowind Rebirth was first released for The Elder Scrolls 3: Morrowind back in 2011, it continues to receive a few updates per year as it continues development.
The Elder Scrolls 3: Morrowind is similar to many other Bethesda games, in that it retains an extremely active modding community, which keeps the game alive far beyond its initial release date. Despite being released way back in 2002, many still prefer Morrowind as their favorite Elder Scrolls game, with many mods transforming the game to help it keep up with newer gameplay standards. There are even many Morrowind mods that could be standalone games, such is the scale and ambition of many of them. Morrowind may be showing its age nowadays, but it’s cool that players can still download this many great mods.
Related
The Elder Scrolls 6 May Be at a Crossroads With Its Setting
A location could shape the next epic journey in The Elder Scrolls 6 as the franchise navigates crucial choices for its setting and gameplay evolution.
The patch notes for Morrowind Rebirth 6.7 were posted online, detailing a number of changes that have been made to the mod. Among numerous miscellaneous fixes and changes is the addition of a bunch of new items, which includes a ton of new magic armor, and even some new unique items. Some previously-added items have even received new models too, giving them a fresh coat of paint. All in all, it’s probably slightly smaller than the 6.6 update for Morrowind Rebirth, but there’s still plenty of content to get excited about here.
Overall, the aim of the Morrowind Rebirth mod is to rebalance The Elder Scrolls 3: Morrowind, changing the game world so that it remains fresh, even for veterans of the original title. It’s a tough task to do this for any game, not least one that has been popular for over two decades. While fan remakes like Skywind aim to bring Morrowind to the newest Elder Scrolls title, it’s great to see that for some modders, the original engine has all the tools they need to create something fantastic.
Although previous Elder Scrolls titles are being kept active by their modding communities, there’s no doubt a growing desire for a brand-new mainline game in the series. Gamers know The Elder Scrolls 6 is coming – it’s just a matter of when. With Starfield now largely out of the way, the game is in active development, and as of the most recent update, The Elder Scrolls 6 seems to be in a playable state. It’s an exciting thought, although it is likely still some way away from a reveal. Hopefully, when it does release, it embraces its modding community, like all titles in the series that have come before.
Morrowind Rebirth 6.7 Patch Notes
Morrowind Fixes
* 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.
Morrowind Rebirth Fixes
* 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.
Morrowind Rebirth Changes
* 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.
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.
Morrowind Rebirth Additions
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
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
Balance
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”.
Graphics
* 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.
Misc
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.