Modder ‘trancemaster_1988’ has released Version 7.1 for the amazing The Elder Scrolls: III Morrowind Rebirth project. The modder has also listed all the tweaks, fixes, and changes featured in it. So, let’s see what this new version of Morrowind Rebirth brings to the table.
Morrowind Rebirth 7.1 fixes a problem where a scripted plank from the character creation area was being duplicated in Fort Frostmoth. This caused it to randomly disappear from either Seyda Neen or Fort Frostmoth. It also fixes a bug where the ship at Fort Frostmoth had an extra trapdoor that actually belonged on a ship in Raven Rock. On top of that, the update fixes an issue where Temple-only spells (like Rilm’s Cure and Vivec’s Feast) were being sold by NPCs who were not part of the Temple.
And that’s not all. Version 7.1 also fixes two buildings in Suran that were supposed to have locked doors because their interiors were unfinished. One of these buildings didn’t even have a door at all. It also fixes a problem in Vivec’s Guild of Mages where one set of stairs wasn’t lined up correctly, leaving a small gap you could see through.
The update also fixes a bug where leaving Zalkin Grotto would trap the player inside the game’s geometry. Another fix corrects smoke effects from certain incense holders that didn’t show up because the texture had the wrong file name.
On top of that, it fixes an issue where leaving the top floor of the Seyda Neen lighthouse caused weird camera angles. A large Hlaalu-style pillar now has proper collision, and some small geometry problems in Bthusal have also been cleaned up.
Morrowind Rebirth 7.1 also includes a modified Dwemer tileset made by Darknut. According to the modder, this new tileset is much more detailed and complex than the original, which means you might notice a few small clipping issues. The modder has tried to fix most of them and plans to fix the rest over time. Future updates will also improve the UVs, since some of them still look rough. All quest items (vanilla ones for now) now have new icons with a “Q” in the top-left corner so they’re easy to spot. The modder also added a bit more clutter to the Ministry of Truth interiors, especially rocks in the cave sections, which originally looked too empty.
Speaking of Morrowind, you might like these other mods for it. TES3MP 0.8.1 is a mod that adds support for multiplayer and VR. Then we have Tamriel Rebuilt, which adds two new expansions and 200 quests. In November 2023, we also shared the first version of a World of Warcraft Mod. Oh, and there is also a 32GB 4K Texture Pack for it. There is also this mod that adds voices to all NPCs on the mainland.
As always, you can download Morrowind Rebirth Version 7.1 from this link. Below, you can also find its full release notes. So, make sure to read them as they can give you a glimpse of what has been changed.
Enjoy and stay tuned for more!
Morrowind Rebirth 7.1 Release Notes
Morrowind Fixes
* Fixed an issue where a scripted plank from character generation is duplicated in Fort Frostmoth, meaning it’s randomly removed from either Seyda Neen or Fort Frostmoth.
* Fixed an issue where the ship docked at Fort Frostmoth has a duplicated trapdoor meant for a ship in Raven Rock.
* Fixed issues where Temple specific spells (Rilm’s Cure, Vivec’s Feast etc) were sold by NPCs not affiliated with the Temple.
* Fixed missing missing ‘Hello’ value from some NPCs.
* Fixed an issue where ‘Assimusa Samsi’ would appear at Bal Isra before construction began.
* Fixed an issue where ‘Brerama Selas’ was marked as male instead of female (“You must kill Brerama Selas. Once she is dead, I will take care of the other Redorans in my time”)
* Fixed an issue where all NPCs in Vivec, The Abbey of St.Delyn the Wise lacked faction affiliation. Also fixed a few others in other cells.
* Fixed an issue where ‘Crito Olcinius’ was set to the wrong class (Priest Services instead of Healer Services)
* Fixed an issue where the Temple faction had the wrong favoured skills. Switched ‘Intelligence’ to ‘Willpower’.
* Fixed an issue where two copies of the quest item ‘Odral’s History of the Empire 3’ was placed in Mournhold.
* Fixed an issue where ‘Drarayne Girith’ lacked a sleeper script.Morrowind Rebirth [Main]
Morrowind Rebirth Fixes
* Fixed an issue where two buildings in Suran had doors that was supposed to be locked (due to unfinished interiors). One of the buildings also lacked a door completely.
* Fixed an issue where one set of stairs in Vivec, Guild of Mages, were not aligned properly leaving a gap into the worldspace beyond.
* Fixed an issue where leaving Zalkin Grotto would leave the player stuck inside geometry.
* Fixed an issue where smoke from some incense holders didn’t render properly due to the texture having the wrong file-name.
* Fixed an issue where exiting the top floor of the Seyda Neen lighthouse would cause issues with the camera angle.
* Fixed an issue where 6th house (wall-mounted) styled braziers produced no fire sound.
* Fixed an issue where a large Hlaalu-styled pillar lacked collision.
* Fixed some minor geometry issues in Bthusal.
* Fixed missing ownership flags here and there.
* Fixed broken pathgrids.
* Fixed typos.Changes to Balmora’s High Town district
Morrowind Rebirth Changes
* Included a modified Dwemer tileset by Darknut. This is much more complex and detailed than the vanilla tileset, meaning that there might be some very minor clipping statics here and there. I’ve tried my best to fix them all, but I will iron out any remaning ones as I go. Future plans include improving the UVs, which are somewhat bad in places. These are not really noticable unless looking closely, so more of an OCD-fix than anything else.
* Added (by suggestion) an urn to honor the memory of Julian LeFay, also known by some as ” The Father of The Elder Scrolls”.
* All quest items (vanilla for now) have been given new icons with a ‘Q’ in the upper left corner. Vanilla art was used for the icon background, while the Q uses the same font as vanilla Morrowind.
* Updated the ‘my trade’ topic for the following classes: Bounty Hunter, Lightkeeper, Magistrate, Travel Agent and Imperial Coast Guard.
* Added some minor clutter to the Minestry of Truth interior cells, mainly rocks to the cave areas, which lacked any sort of detailing.
* The Hlaalu Council manor is now situated on higher elevation making it appear a bit more grand and important compared to previous updates.
* Changed the size of the ‘Centurion Miner’ and ‘Centurion Drone’ to somewhat match that of the regular ‘Centurion Spider’.
* Minor landscape changes to the summit of Dagoth Ur.
* Minor clutter additions to Vivec, Suran, Pelagiad, Caldera, Balmora and Sadrith Mora.
* Most creatures with hands can now open animated doors (not from exteriors to interiors or vice versa).
* Updated the texts of several notes, warrants etc.
* Guards at Petrocca Bank in Ebonheart will now react and attack (if talked to) when the player is inside the vault.
* Traders will now act less indifferent when stealing from them.
* Landscape fixes and improvements.New weapons
Morrowind Rebirth Additions
* 10 new short books
– The Agony of a Scamp
– Atronachs and Their Origin
– Dunmer Legacy
– How to Use Throwing Weapons
– The World’s End
– Beyond the Sea of Ghosts
– Dwemer Supremacy
– Dunmer Burials and Ancestral Worship
– A Tale of a Guar
– How to Prepare Saltrice BreadNew Armor
* Ahemmusa Tribal Shield
* Erabenimsun Tribal Shield
* Urshilaku Tribal Shield
* Zainab Tribal ShieldNew Weapons
* Huntsman Battleaxe
* Huntsman Warhammer
* Nordic Silver MaceNew Magic Clothing
* Ring of Searing Grace
* Ring of Ghostwalking
* Veloth’s Benediction
* Serpent’s Coil
* WindtracerNew Misc Items
* Silver Comb
* Clothespin
* FoghornNew tileset for Dwemer ruins
Balance
* Made some changes to the stats of all Huntsman weapons introduced in the Bloodmoon expansion, and by Rebirth. Overall they are less valuable and more in line with other sets when it comes to weight, damage, durability etc.
Graphics
* New model and icon for the Iron Spear.
* New models for a few armor pieces.
* New model and icon for ‘Fury’.
* New model for ‘Creeper’.Addons
Morrowind Rebirth – Mercenaries
* Fixed an issue where the ‘wait outside’ command didn’t work properly. Thanks to ‘ZWolol’ for the fix.Morrowind Patch Project 1.6.6 [For Rebirth]
* Fixed several issues where dialogue were filtered incorrectly.Misc
* Added pdf versions of the ‘Readme’ and ‘Credits’ documents.
* Removed some duplicate files from the archive.

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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