[RELz]Tamriel Rebuilt - Antediluvian Secrets #3

Post » Fri May 27, 2011 10:26 pm

wait, so when map 3 and later ones are released, im gonna need to download and use the MCP?

...thats morrowind code patch, right? think thats what someone told me... it shrinks the map a bit so the TR maps fit on it, correct? well, im hoping the TR team link to it with their map releases, so i dont forget about that...
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Nany Smith
 
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Post » Fri May 27, 2011 3:37 pm

wait, so when map 3 and later ones are released, im gonna need to download and use the MCP?

...thats morrowind code patch, right? think thats what someone told me... it shrinks the map a bit so the TR maps fit on it, correct? well, im hoping the TR team link to it with their map releases, so i dont forget about that...


You already need MCP. That is, if you want the added regions of TR Map 1 & 2 to show up on the ingame map.
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Genocidal Cry
 
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Post » Fri May 27, 2011 1:33 pm

Even if you're not using TR you should be using the MCP for all the other things it fixes.
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Terry
 
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Post » Fri May 27, 2011 4:33 pm

The MCP is pretty close to an "essential", in my eyes. The map is only one of about a dozen major things that it fixes, plus a number of minor problems. They're all individually selectable from the installation menu, in case you happen to like some of the "bugs".

TR Maps 1 and 2 are quite playable and enjoyable as they stand, although I had hoped that many of the minor (mostly trivial) bugfixes for Map 1 would have been incorporated into the new release. It makes bug-hunting for sport far more difficult, since I'm having trouble sorting through the lists to see if it's already reported or if I'm seeing a fresh one.
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Avril Churchill
 
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Post » Fri May 27, 2011 11:45 pm

Here's some really, ridiculously minor nitpicks that I noticed whilst looking at the signs in TR. I'm not sure if all of these are mistakes, or whether they're intentional for non-obvious reasons, so it'd be good if I could get some info on that (it'll help me with the new version of Signy Signposts(!): TR) :)
These are all issues that I noticed when I loaded TR_data.esm, TR_Map1.esm and TR_Map2.esm into the CS.

TR_M2s6_act_sign_alt refers to Alt Bosara as "Alt'Bosara", whilst all other signs refer to Alt Bosara as just "Alt Bosara".
TR_active_sign_Dragon_Glade refers to a place called Dragon Glade as "Dragon_Glade", wouldn't "Dragon Glade" be nicer? I'm thinking that the underscore is probably not wanted.
There's an instance of TR_active_sign_Darconis which still refers to Helnim as Darconis, even though it has been renamed to Helnim now. Is this on purpose?
Similarly, there's an instance of TR_M2s6_act_sign_gah which refers to Llothis as Gah Ouadaruhn, even though that town has been renamed Llothis now.
I'm not sure on this one, but there's an object TR_m2_mys_activesign_2-34_03 which has the text "Att Bosara" - there aren't actually any references of this object ingame, so it's not really a problem, but is this supposed to read "Alt Bosara", or is the "Att" intentional? Should I create a sign for a place called "Att Bosara"? :unsure:

Also, there's only four uses of active_signpost_02.nif in the TR mods - all on a single signpost in the Boethian Mountains Region. I was wondering if there was a particular reason that the use of this mesh has been avoided, and why it was used only in that particular place? In the vanilla game, this mesh variant is used for signposts close to settlements, whilst active_signpost_01.nif was used for signposts out in the middle of nowhere (which is most of them ;)).
I'll probably be changing the signs to match the vanilla usage in my Signy Signposts(!): TR .esp, but I was wondering if there was a particular reason that these four signposts are using that mesh, so as I can preserve that usage if appropriate.

Thanks a lot. :)
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Adrian Morales
 
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Post » Fri May 27, 2011 4:14 pm

A question: I am playing currently with TR maps 1 and 2, and there are a whooooolle bunch of badly placed statics/flora in Map 1. Did I somehow manage to use a wrong version, or should they be reported to be fixed? I *think* I installed TR map 1, then map 2, but I'm not certain.
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James Shaw
 
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Post » Fri May 27, 2011 4:55 pm

A question: I am playing currently with TR maps 1 and 2, and there are a whooooolle bunch of badly placed statics/flora in Map 1. Did I somehow manage to use a wrong version, or should they be reported to be fixed? I *think* I installed TR map 1, then map 2, but I'm not certain.

The most recent (ie, what you should play with) is Map 2, and the Map 1 that comes with it. Ignore the older, stand-alone version of Map 1.
But, there is still floating objects and mistakes to be found. You can report them to the TR team if you like, but almost all of them have been reported already.
The release of Mao 3 should fix all these mistakes that were missed.
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james kite
 
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Post » Sat May 28, 2011 12:39 am

May I bump this thread to announce I've created a stand alone mod for TR. This mod doens't need to be merged with the TR esms off course. You can find it here: http://www.tesnexus.com/downloads/file.php?id=27358.


lone star. what is this thy speaks of , a stand alone mod? Do I not have to download TR 1,2, and 3? Enlighten me please. Pardon my ignorance I am only a lowly acolyte.
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James Potter
 
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Post » Fri May 27, 2011 12:39 pm

Disregard. Got it all figured out. Was putting the line in the wrong place. :facepalm:
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Chantel Hopkin
 
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Post » Fri May 27, 2011 10:03 pm

A question: I am playing currently with TR maps 1 and 2, and there are a whooooolle bunch of badly placed statics/flora in Map 1. Did I somehow manage to use a wrong version, or should they be reported to be fixed? I *think* I installed TR map 1, then map 2, but I'm not certain.


Unfortunately, most of the known minor bugs for Map1 weren't corrected before the map was bundled with Map2, so we're still seeing the same several hundred flying wickwheat and rocks that have been there since the first quested beta was unveiled last year. Several serious Map1 quest problems were taken care of for the initial Map2 release (or in one case, temporarily removed pending rework), but all the little stuff remains. I'm hoping that someone has volunteered to take on the bulk of that dull and repetitive "repair" work, and would have offered to help out with some of it if my own modding skills weren't so limited, but we're all probably better off if I just document them for someone else.
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Albert Wesker
 
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Post » Fri May 27, 2011 11:46 pm

Unfortunately, most of the known minor bugs for Map1 weren't corrected before the map was bundled with Map2, so we're still seeing the same several hundred flying wickwheat and rocks that have been there since the first quested beta was unveiled last year. Several serious Map1 quest problems were taken care of for the initial Map2 release (or in one case, temporarily removed pending rework), but all the little stuff remains. I'm hoping that someone has volunteered to take on the bulk of that dull and repetitive "repair" work, and would have offered to help out with some of it if my own modding skills weren't so limited, but we're all probably better off if I just document them for someone else.


All world errors reported on our forums have been fixed in the latest internal versions, so the next version of our currently-released content should have them all fixed. If, in that version, they still persist, by all means report anything we missed or looked over.
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Charlotte X
 
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Post » Fri May 27, 2011 1:11 pm

I have a bunch of mods, and I'm not sure which one is conflicting with TR map 2 - the entire second map isn't showing up. Is there a list of known conflicts somewhere, or should I post my list of mods?

EDIT: http://ow.ly/i/4oD/original showing the missing TR Map 2 and Annastia in the far left. Off screen is Silgrad Tower, which I'm unloading for my next game, but that shouldn't conflict with it, surely? AFAIK none of my other mods modify or add landmasses or water areas.

And here is the modlist

Masters for llelsst20000.ess:001  Morrowind.esm002  Tribunal.esm003  Bloodmoon.esm004  Morrowind Patch v1.6.5-BETA.esm005  SG-MW-ecology-WW.esm006  Texture Fix 1.8.esm007  abotWaterLife.esm008  Book Rotate.esm009  Texture Fix - Bloodmoon 1.1.esm010  H.E.L.L.U.V.A._Merchant_Containers.esm  (Version 1.0)011  TR_Data.esm012  TR_Map1.esm013  TR_Map2.esm014  Rise of House Telvanni.esm015  BlackRose.esp016  Julianos_shield.esp017  blueware.esp018  furniture.esp019  furniture bed.esp020  Hold it ressource.esp021  MWE_Base.esp022  ImprovedTeleportation2.0.esp023  MWE_GoldBurden.esp024  Protective Guards.esp025  Ownership Indicator.esp026  Fliggerty's Fleeing Fetchers.esp027  ImprovedFollowers.esp028  ToggleSneak.esp  (Version 1.1)029  Arrow De-nocker.esp030  Advanced Dialogue.esp031  Ascadian Isles Dialogue.esp032  P.R.E. v4.0.esp033  Nudity Greeting Expansion V1.esp034  H.E.L.L.U.V.A. Bountiful Books.esp  (Version 1.0)035  H.E.L.L.U.V.A. Longblades_1H(1).esp  (Version 1.0)036  H.E.L.L.U.V.A. Longblades_1H(2).esp  (Version 1.0)037  H.E.L.L.U.V.A. Blunt.esp  (Version 1.0)038  Creatures.esp039  AreaEffectArrows.esp040  Assassins Armory - Arrows.esp041  LeFemmArmor.esp042  EBQ_Artifact.esp043  Abandoned_Flatv2_0.esp044  adamantiumarmor.esp045  abotWhereAreAllBirdsGoing.esp046  Seamless_BB_Falmer_Race.esp047  A_flock_of_seagulls.esp048  Wanderers of Solstheim.esp049  Fliggerty's Armor Project 2.esp050  Starfires NPC Additions ver-1.11.esp051  Hold it - NOM addon.esp052  Hold it - SF npc addon.esp053  NX9_Guards_Complete.ESP054  Ranger_Robe.esp055  BMExtras.esp056  quarraclan.esp057  H.E.L.L.U.V.A._A.A._Heavy 1.0.esp058  H.E.L.L.U.V.A. Axes.esp  (Version 1.0)059  H.E.L.L.U.V.A. Bows.esp  (Version 1.0)060  H.E.L.L.U.V.A. Longblades_2H.esp  (Version 1.0)061  H.E.L.L.U.V.A. Marksman.esp  (Version 1.0)062  H.E.L.L.U.V.A. Shortblades.esp  (Version 1.0)063  H.E.L.L.U.V.A. Spears.esp  (Version 1.0)064  H.E.L.L.U.V.A._A.A._MEDIUM 1.0.esp065  H.E.L.L.U.V.A._A.A._LIGHT 1.0.esp066  LGNPC_NoLore_v0_83.esp  (Version 0.83)067  Lgnpc_SN.esp  (Version 0.31)068  LGNPC_GnaarMok_v1_10.esp  (Version 1.10)069  LGNPC_AldVelothi_v1_20.esp  (Version 1.20)070  LGNPC_MaarGan_v1_11.esp  (Version 1.11)071  LGNPC_HlaOad_v1_32.esp  (Version 1.32)072  LGNPC_Aldruhn_v1_13.esp  (Version 1.13)073  LGNPC_Pelagiad_v1_13.esp  (Version 1.13)074  LGNPC_TelMora_v1_11.esp  (Version 1.11)075  LGNPC_Khuul_v2_01.esp  (Version 2.01)076  LGNPC_VivecFQ_v2_03.esp  (Version 2.03)077  LGNPC_Indarys_Manor_v1_45.esp  (Version 1.45)078  LGNPC_Secret_Masters_v1_21.esp079  LGNPC_TelUvirith_v1_10.esp  (Version 1.10)080  LGNPC_VivecRedoran_v1_42.esp  (Version 1.42)081  LGNPC_PaxRedoran_v1_12.esp  (Version 1.12)082  AtmosphericSoundEffects-3.0-Tribunal.esp083  bcsounds.esp084  ASE Tribunal Expansion.esp085  ASE Bloodmoon Expansion.esp086  k_weather.esp087  Illuminated Windows.esp088  Illuminated Windows - Bloodmoon.esp089  Vality's Bitter Coast Addon.esp090  Reflective Gold.esp091  UIT_TelVos.esp092  UIT_Pelagiad.esp093  UIT_Ebonheart.esp094  UIT_Moonmoth.esp095  UIT_Buckmoth.esp096  UIT_Wolverine Hall.esp097  Book Rotate - Bloodmoon v5.3.esp098  H.E.L.L.U.V.A. Awesome Armor_Completion Set.esp099  IceNioLivRobeReplacerPLUS.esp100  WeatheredSigns.esp101  AV_female_armor.esp102  AV_fem_armor_Trib.esp103  Clean Better Daedric.esp104  Clean Hall-of-Heroes-Expansion.esp105  Suran Archery Store_v3.0.esp106  B79_RacersRoost_v1.1.esp107  Ald Redaynia Extended.esp108  Homes To Let.esp109  Erengard Mines.esp110  Wayfarer's Rest v1.21.esp111  Annastia V3.3.esp112  Copy of HousesForSale.esp113  Grandmaster of Hlaalu11NOMpatch.esp114  Uvirith's Legacy_BETA1.09.esp115  VOORHEES_AldIndoril2.esp116  indybank-NoHouses.esp117  LCV Schedule Markers.esp  (Version -02)118  NPC LCV Schedules 03.esp  (Version 03-13)119  LCV Wolverine Hall 01.esp  (Version 01-03)120  nox_vamp_0.93b.esp121  Vampire Realism II.esp  (Version 2.2)122  Vampire Realism II - TB Add-On.esp123  Vampire Realism II - BM Add-On.esp124  Morrowind Crafting 2-1.esp125  Morrowind Crafting Equipment.esp126  ScentOfBlood_VR.esp  (Version 1.2)127  ScentOfBlood_MWSE_AddOn.esp  (Version 1.2)128  Advanced Herbalism - TR & BM.esp129  Advanced Herbalism - Planter Add-On.esp130  pcc_tr_bm_ingredients_01.esp131  NPC LCV Locks.esp132  Clean Morrowind_Cities_Unlocked.esp133  Clean Morrowind_Cities_Unlocked_TB.esp134  Clean Morrowind_Cities_Unlocked_BM.esp135  Clean Morrowind_Bandits_Unlocked.esp  (Version 1.0)136  BB_TR-signpostdistance.ESP137  Great House Dagoth.esp  (Version 1.04)138  Clean RPJ-Seyda_Neen_Demo.esp139  Import Business; the Merchant of Vvardenfell.esp140  silgrad_tower_internal_release_1-4_6.6.esp141  SG-MW-ecology-WW-plugin.esp142  TLM - Complete.esp143  Birthsigns.esp144  shrinetext.esp145  hardcoeFactions.esp146  Steel Broadsword Fix BM.esp147  RKCriminals TR&BM.esp148  New Classes V7.esp149  Blight Bounties.esp150  Healers.esp151  ExpandedMoA.esp152  ExpandedMoA-HR.esp153  100ProjectileStoreChance.esp154  propylons1.1.esp155  Nymeria's Monthly Respawn.esp156  LightTheWayScriptBM.esp157  Nymeria's Faster Walk.esp158  HospitalityPapers.esp159  GnisisEggminePass.esp160  entertainers.esp161  Wrye Patches G.esp162  Better Clothes_v1.1.esp163  Better Bodies.esp164  New Khajiit Bodies - Mature.esp165  New Argonian Bodies - Mature.esp166  Clean kalikut's unique heads.esp167  Sleepers-fix.esp  (Version 1.1)168  abotWaterLifeTRaddon.esp169  Creatures Great House Dagoth Patch.esp170  LadyD_Reduced_Commentary.esp171  VGreetings-Hit.esp172  VGreetings-Thief.esp173  VGreetings-Flee.esp174  VGreetings-Idle.esp175  VGreetings-Attack.esp176  VGreetings.esp177  JAC_Jasmine.esp178  Juniper's Twin Lamps (1.1 Tribunal).esp179  KS_Julan_Ashlander Companion_1.3.esp  (Version 1.3)180  NOM 2.13.esp  (Version 2.13-02)181  Piratelords Trade Enhancements.esp182  Mashed Lists.esp183  BetterClothes_Patch.esp184  Chargen_Revamped_v2_3.esp185  Merged_Objects.esp186  PTE - BC Patch.esp187  DM_DB Armor Replacer-ExpRanks.esp188  Murderous Dreams.esp189  KeyNamer.esp190  UL_TLM_ambiance.esp191  Merged_Objects_DB.esp192  MWE_Journal.esp193  Immersive Chargen.esp

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Makenna Nomad
 
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Post » Fri May 27, 2011 10:30 am

I have a bunch of mods, and I'm not sure which one is conflicting with TR map 2 - the entire second map isn't showing up. Is there a list of known conflicts somewhere, or should I post my list of mods?

EDIT: http://ow.ly/i/4oD/original showing the missing TR Map 2 and Annastia in the far left. Off screen is Silgrad Tower, which I'm unloading for my next game, but that shouldn't conflict with it, surely? AFAIK none of my other mods modify or add landmasses or water areas.

I thought that's what map 2 looks like.
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Eddie Howe
 
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Post » Fri May 27, 2011 2:48 pm

Yes it is, you're not missing anything. That line is where map 2 ends and map 3 starts.
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Ruben Bernal
 
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Post » Fri May 27, 2011 5:58 pm

Contrary to the most previous posts; that is the southern border of Antediluvian Secrets you see, and Sacred East, once released, will be located attached directly to the bottom of the current landmass' southern edge.
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Hussnein Amin
 
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Post » Sat May 28, 2011 2:26 am

*facepalm*
I could have sworn that Map1 was that big.

Thanks guys, next time I have a problem I will check the other map first...
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cosmo valerga
 
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Post » Fri May 27, 2011 1:40 pm

I have a question: Will Tamriel Rebuilt be using models such as the Better Clothing models for their clothing eventually, or would you support an add-on like "Better Clothes for TR" or "Herbalism for TR" or "Better Robes for TR"?

I just noticed the difference as I journeyed about the mainland, is all :)
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Darren Chandler
 
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Post » Fri May 27, 2011 5:56 pm

All TR's official releases will be made to fit in with the vanilla game, as all mods are down to taste. However, others (including our own members) can feel free to release mods for the TR landmasses to change them to their liking. Herbalism for TR already exists, and can be found at: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7211
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Blaine
 
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Post » Sat May 28, 2011 1:01 am

wait a minute... reading coleman's post on page 1... theres a main quest for TR?

the tamriel rebuilt team is actually creating their own main quest?

where is this interview he mentioned? i wanna see it!
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Stephy Beck
 
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Post » Fri May 27, 2011 4:59 pm

wait a minute... reading coleman's post on page 1... theres a main quest for TR?

the tamriel rebuilt team is actually creating their own main quest?

where is this interview he mentioned? i wanna see it!


TR's Telvannis area, or all the lands controlled by the Telvanni will include a sort of mini main quest, in that there is a double-sided House Telvanni/Imperial Legion quest line that runs very in-depth. It is not a main quest, and was mistakenly branded a main quest years ago, something we've been unable to shake off, unfortunately.
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Felix Walde
 
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Post » Fri May 27, 2011 10:09 am

TR's Telvannis area, or all the lands controlled by the Telvanni will include a sort of mini main quest, in that there is a double-sided House Telvanni/Imperial Legion quest line that runs very in-depth. It is not a main quest, and was mistakenly branded a main quest years ago, something we've been unable to shake off, unfortunately.


oh, ok... so its basically just a large quest that has more substance than usual quests, but not quite as much as a main quest... still sounds pretty cool, i look forward to it. :)

thanks for clearing it up, though.
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Sudah mati ini Keparat
 
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Post » Fri May 27, 2011 1:13 pm

Is there an ETA on map 3? I've been waiting for it before starting TR.
Obviously an exact release hasn't been determined, but are we looking at or more less than say 6 months?
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Lyndsey Bird
 
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Post » Fri May 27, 2011 12:06 pm

Is there an ETA on map 3? I've been waiting for it before starting TR.
Obviously an exact release hasn't been determined, but are we looking at or more less than say 6 months?


Sacred East, like the other parts of our project, will be done when it's done. We can't put even a general ETA on it, because we don't know how many people will be working on it, or how fast they will work, or whether they will suddenly die of a heart attack in the midst of working without posting WIP files, etc. Sacred East is mostly in the final land reviewing stages, though. The next, fast-approaching step is NPC/dialogue creation as well as leveled-list placement, for an idea of where we are, progress-wise.
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Julie Ann
 
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Post » Fri May 27, 2011 12:27 pm

Sacred East, like the other parts of our project, will be done when it's done. We can't put even a general ETA on it, because we don't know how many people will be working on it, or how fast they will work, or whether they will suddenly die of a heart attack in the midst of working without posting WIP files, etc. Sacred East is mostly in the final land reviewing stages, though. The next, fast-approaching step is NPC/dialogue creation as well as leveled-list placement, for an idea of where we are, progress-wise.


From the TR website I understand that the entire original 6 map system has now been changed into 8 theme-based maps, and hence "Map 3" no longer exists per se.

As the "The Sacred East" release no longer includes Almalexia or Old Ebonheart and is a great deal smaller, has this significantly reduced the expected amount of work before "The Sacred East" will be completed?
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Nathan Barker
 
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Post » Fri May 27, 2011 12:59 pm

From the TR website I understand that the entire original 6 map system has now been changed into 8 theme-based maps, and hence "Map 3" no longer exists per se.

As the "The Sacred East" release no longer includes Almalexia or Old Ebonheart and is a great deal smaller, has this significantly reduced the expected amount of work before "The Sacred East" will be completed?


Yes, although Sacred East (no "The" in the title) already had Old Ebonheart and its respective column of 4-5 cells removed from it before the current release guidelines were drawn up.
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Andy durkan
 
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