[RELz]Tamriel Rebuilt - Antediluvian Secrets #4

Post » Wed Sep 22, 2010 8:28 am

I wouldn't call making mournhold the wrong shape breaking lore. Keep in mind that they intended the city to be perceived as it is shown in the map, and if it weren't for people making those images or modding mournhold no one would be any wiser. Saying that mournhold's shape is breaking lore is like saying a floating object is breaking lore. Its is an unintended physical mistake most people won't notice.

Aerial shot of mournhold in TR. Keep in mind that district walls are gone and that you can't quite see some of the overlapping of districts because of this. http://i17.photobucket.com/albums/b94/ThrignarFraxix/MournholdFromAbove.jpg

I was just joking there about lore stuff. But I won't call it an unintended physical mistake, I think those designers were well aware of what they were doing. I can only think for some limitation(time) they had to compromise(which is why I'm very sensitive to this issue, I hate to see compromises for technical/design limitations and it is against my signature, you see there is a equation but it doesn't say "=Morrowind", it is because of Mournhold. The day Mournhold opened, that signature will change ASAP!) from their original design and had to cut some stuff which ended with this weird design. Or some other factor... And now with TR, it is x100 more noticeable. In the end, it is a bad design choice, but nothing modding community couldn't fix.



I think we should use water to cover both inner and outer walls intact. Change the wall design, fill the openings with water in and out. Or maybe grave stones like the ones in Cyrodill for inner openings.
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Stephanie I
 
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Post » Wed Sep 22, 2010 11:26 am

Eh, just use some existing wall (Hlaalu or something), change the texture to Indoril, shift, shift, shift, fill the new places with small hovels and Bob's yer uncle.

Okay, maybe not that easy. But better than water.
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Alisia Lisha
 
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Post » Wed Sep 22, 2010 4:43 am

Erm... you guys realize the only reason Mournhold was made into a "town" was because Bethesda couldn't make an expansion with just one building... it's the capitol of Almalexia. It's not really supposed to be a city. So the lore was wrong to begin with.
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CArla HOlbert
 
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Post » Wed Sep 22, 2010 11:10 am

I'm not really good with lore. Please tell me a little more. What I understand is, it was going to be a true interior, but they wanted to make it look more like a town, so players won't say, "what is this an expansion? It is smaller than Vivec."(funny detail here is Vivec is closed in game, but I think it is opened in concept arts, and there is even a mod there opening cantons)

They thought open top adds openness to the expansion. Did I understand it right?(this is even worse when you think about it!)
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Silencio
 
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Post » Wed Sep 22, 2010 11:02 am

I'm not really good with lore. Please tell me a little more. What I understand is, it was going to be a true interior, but they wanted to make it look more like a town, so players won't say, "what is this an expansion? It is smaller than Vivec."(funny detail here is Vivec is closed in game, but I think it is opened in concept arts, and there is even a mod there opening cantons)

They thought open top adds openness to the expansion. Did I understand it right?(this is even worse when you think about it!)
That has nothing to do with lore actually, but with game design. In both cases. Vivec was dropping contemporary framerates too much, so the cantons were closed.

The problem with Mournhold is that it's part of Almalexia, the capital city of the province of Morrowind (just like, say, Brooklyn is part of New York). You could say it's the central hub of Almalexia, where the rulers reside.
It's also located far away from Vvardenfell, right in the middle of the mainland.

So, the easy (and only workable) solution for an expansion pack is to make the entire thing an interior, which avoids a whole host of issues ("where is the rest of the mainland", "I swam to Mournhold and now my quests are broken", "I swam to Mournhold and the minimap broke"). That they made Mournhold an interior and not the whole city is also easily explained by lack of time/budget. We're talking about a city that by lore makes Vivec look like a collection of shacks.

The non-euclidian nature of Mournhold is most likely just sloppiness, though.
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Vivien
 
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Post » Wed Sep 22, 2010 10:12 am

That was my thinking, it is about design more than lore. (I have to add I like closed cantons very much!)

"We're talking about a city that by lore makes Vivec look like a collection of shacks."
You're talking about Almalexia right, by judging screenshots, TR team appears to make that statement true. :thumbsup: I can't count the buildings there and can't see the borders of city either! :shocking:
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Keeley Stevens
 
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Post » Wed Sep 22, 2010 6:07 am

That was my thinking, it is about design more than lore. (I have to add I like closed cantons very much!)

"We're talking about a city that by lore makes Vivec look like a collection of shacks."
You're talking about Almalexia right, by judging screenshots, TR team appears to make that statement true. :thumbsup: I can't count the buildings there and can't see the borders of city either! :shocking:

This shot probably gives the best idea of size:
http://img230.imageshack.us/img230/2770/almalexiamournholdsf0.jpg
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Gwen
 
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Post » Wed Sep 22, 2010 4:27 am

Just huge. I really want to explore this city (now)! Almalexia and Necrom are the two most anticipated cities for me in the next release. You guys are right about staying true to your rule not to alter anything in the Vanilla game. But I guess I would definitely use a mod that opens Mournhold and makes it an exterior, so I hope someone will be up to the task. Well, I bet someone will be.
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Scarlet Devil
 
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Post » Wed Sep 22, 2010 2:38 am

The problem with Mournhold is that it's part of Almalexia, the capital city of the province of Morrowind (just like, say, Brooklyn is part of New York). You could say it's the central hub of Almalexia, where the rulers reside.

It's probably more likened to The Forbidden City in Beijing, China - Except more accessible.

This shot probably gives the best idea of size:
http://img230.images...ournholdsf0.jpg

Amazing, it looks huge! The map itself is awe inspiring.
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Natalie Harvey
 
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Post » Wed Sep 22, 2010 6:22 am

Just huge. I really want to explore this city (now)! Almalexia and Necrom are the two most anticipated cities for me in the next release.


Well Necrom and Almalexia aren't part of the same release http://www.tamriel-rebuilt.org/forum/viewtopic.php?t=22200

Don't worry though; Sacred East has plenty of great places to keep you occupied until Almalexia is launched. :goodjob:
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Tiff Clark
 
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Post » Wed Sep 22, 2010 1:02 pm

Well Necrom and Almalexia aren't part of the same release http://www.tamriel-rebuilt.org/forum/viewtopic.php?t=22200

Don't worry though; Sacred East has plenty of great places to keep you occupied until Almalexia is launched. :goodjob:



Alright, so I'm having an issue with (I think TR_2) something about a mayfly not having an animation class, and it causes my game to immedietly close. What do I do about this?

Edit: I already re-installed TR1 and TR2 (They came in the same zip, from Planet Elder Scrolls)
Edit 2: I run Windows 7 Starter, if that makes a difference.
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Makenna Nomad
 
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Post » Wed Sep 22, 2010 11:45 am

Alright, so I'm having an issue with (I think TR_2) something about a mayfly not having an animation class, and it causes my game to immedietly close. What do I do about this?

Edit: I already re-installed TR1 and TR2 (They came in the same zip, from Planet Elder Scrolls)
Edit 2: I run Windows 7 Starter, if that makes a difference.



Edit 3: Tr_cs_muskfly_dis00000000 is the creature name I'm having trouble with.
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R.I.P
 
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Post » Wed Sep 22, 2010 4:32 pm

Edit 3: Tr_cs_muskfly_dis00000000 is the creature name I'm having trouble with.



Hrm. . . I hate to complain, but I'm missing many many textures for TR too . . .
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мistrєss
 
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Post » Wed Sep 22, 2010 4:29 pm

Hrm. . . I hate to complain, but I'm missing many many textures for TR too . . .

You sure you have the BSA registered?
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Jessica Lloyd
 
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Post » Wed Sep 22, 2010 8:57 am

Hrm. . . I hate to complain, but I'm missing many many textures for TR too . . .

You probably forgot to register the TR_Data.bsa in your Morrowind.ini.

Use the BSAReg tool that comes with TR to do that, or you can manually add it to Morrowind.ini under [Archives] section at the bottom of the ini - add a line as follows:
Archive # = TR_Data.bsa

where # is the next available increment (e.g. if you only have Tribunal.bsa and Bloodmoon.bsa already listed then substitute 2 for # ).


FYI: just so you know... if no one has answered your post, it's appreciated that you edit it and add any additional info instead of double or triple posting. Thanks. :sleep:
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Nancy RIP
 
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Post » Wed Sep 22, 2010 4:22 pm

where # is the next available increment (e.g. if you only have Tribunal.bsa and Bloodmoon.bsa already listed then substitute 2 for # ).

Should be 3, since Morrowind.bsa counts too, and the count starts at 0. So TR_Data.bsa being the 4th one: 0, 1, 2, 3
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Nick Jase Mason
 
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Post » Wed Sep 22, 2010 7:29 pm

Should be 3, since Morrowind.bsa counts too, and the count starts at 0. So TR_Data.bsa being the 4th one: 0, 1, 2, 3

While it's true that the game engine might set an index in memory to it along with the other archives, I've never seen Morrowind.bsa listed in the Morrowind.ini. The game knows about it already - the entries under [Archives] will only list expansions.

Maybe you're thinking of Morrowind.esm...
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!beef
 
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Post » Wed Sep 22, 2010 7:19 am

While it's true that the game engine might set an index in memory to it along with the other archives, I've never seen Morrowind.bsa listed in the Morrowind.ini. The game knows about it already - the entries under [Archives] will only list expansions.

Maybe you're thinking of Morrowind.esm...


Ignore my panderings X_X 44 hours without sleep makes you see things.
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Anna Beattie
 
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Post » Wed Sep 22, 2010 10:37 am

Ignore my panderings X_X 44 hours without sleep makes you see things.


I had it registered. I make a point to read readmes. I ended up re-downloading and installing it over the old files. Everything seems shipshape now. I haven't had the opportunity to wander around TR much today though, I did see that the meshes were back. I think installing a texture pack messed with things. Thanks for the help though. I really appreciate it, and love being able to wander. I don't quest really, just dungeon Dive, so the more land to wander the better for me.
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Dalia
 
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Post » Wed Sep 22, 2010 6:26 pm

So it's been a while since we actually released any news... I figured you guys should check out some areas that have recently passed under our modding microscope while getting ready for Sacred East:

http://img707.imageshack.us/img707/5580/90442899.jpg
http://img100.imageshack.us/img100/1329/sailen.jpg
http://img260.imageshack.us/img260/1624/dangerc.jpg
http://img194.imageshack.us/img194/4400/necrom.jpg

We just wanted to give you a tiny glimpse of the next release. These scenarios reveal that not everything in the land is sacred... but it's up to the player to explore every realm of possibility.



--- --- ---
And if you happen to be skilled in quest writing/implementation, or want to learn and want to help out, we sure could use your help in order to release this mod sooner, rather than later!
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Steven Nicholson
 
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Post » Wed Sep 22, 2010 11:30 am

http://img707.imageshack.us/img707/5580/90442899.jpg
http://img100.imageshack.us/img100/1329/sailen.jpg
http://img260.imageshack.us/img260/1624/dangerc.jpg
http://img194.imageshack.us/img194/4400/necrom.jpg
--- --- ---
And if you happen to be skilled in quest writing/implementation, or want to learn and want to help out, we sure could use your help in order to release this mod sooner, rather than later!


Looks gorgeous, and intriguing! Intrigue is why I love Morrowind so much. I'm good at dialogue writing, so if you need it, I'll be happy to supply it.
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biiibi
 
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Post » Wed Sep 22, 2010 12:13 pm

We just wanted to give you a tiny glimpse of the next release. These scenarios reveal that not everything in the land is sacred... but it's up to the player to explore every realm of possibility.

Great previews, it looks awesome Haplo - Definitely an anticipated release.
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Marion Geneste
 
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Post » Wed Sep 22, 2010 5:59 pm

Yay for Screenshots! As for helping out in making quests, my english is just too bad ;). I would need prewritten dialogue I guess...
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leni
 
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Post » Wed Sep 22, 2010 5:52 pm

And if you happen to be skilled in quest writing/implementation, or want to learn and want to help out, we sure could use your help in order to release this mod sooner, rather than later!


To Clarify, that doesn't mean that we don't still need help in any other field. It is just the next release that is waiting primarily on NPC/Quest makers. Map 4 is getting new interior claims at a good pace, and there are still a few map 4 exteriors left. (with more coming!)
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Marcus Jordan
 
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Post » Wed Sep 22, 2010 9:14 am

So it's been a while since we actually released any news... I figured you guys should check out some areas that have recently passed under our modding microscope while getting ready for Sacred East:

http://img707.imageshack.us/img707/5580/90442899.jpg

Reminds me of that city under the cliffside in America.
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NeverStopThe
 
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