[RELz]Tamriel Rebuilt - Antediluvian Secrets #3

Post » Fri May 27, 2011 11:01 am

Awsome, thanks :)
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Guy Pearce
 
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Post » Fri May 27, 2011 10:07 pm

More precisely, you should be fine in the cities and on the roads. There are a few dangerous spots in the wilderness (the Skullkeeper is quite nasty), but leave you the possibility to pull a Rincewind and run away very quickly.

On the other hand, there are some caves or ruins where you don't want to go unprepared. For example, if you go deep enough in Kemel-Ze to get out of the areas that have been sanitized for archaeologists and tourists, you might stumble onto those annoying centurion archers that can kill even high-level characters with just one hit.

In short, there are very dangerous places, but you can avoid them easily; you don't need to be level 65 just to go out and do your grocery shopping.
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Josh Lozier
 
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Post » Fri May 27, 2011 9:39 pm

I've got some questions:
It's the first time I've installed the TR expansions (Map1 + 2 of course) and I'm curious about their compatibility with graphics enhancing mods, especially Better Bodies and Better Clothes (as far as I know required for Better Bodies).
I have never used any graphics mods for Morrowind and would like to now, but also want to maintain full compatibility with the Tamriel Rebuilt expansions as they seem to be the most professionally done, unofficial mods for the game.
So, is it safe to use the two body improvement mods or will I face several artifacts with new clothes and armors added by TR being incompatible with the new bodies?

Oh, another question: While the first map includes a lot of quests and seems complete, does the second one feel empty or does it already match well with the rest of the game while its quests are still being worked on?
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Elizabeth Lysons
 
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Post » Fri May 27, 2011 11:38 am

I've got some questions:
It's the first time I've installed the TR expansions (Map1 + 2 of course) and I'm curious about their compatibility with graphics enhancing mods, especially Better Bodies and Better Clothes (as far as I know required for Better Bodies).
I have never used any graphics mods for Morrowind and would like to now, but also want to maintain full compatibility with the Tamriel Rebuilt expansions as they seem to be the most professionally done, unofficial mods for the game.
So, is it safe to use the two body improvement mods or will I face several artifacts with new clothes and armors added by TR being incompatible with the new bodies?

I've not tried all of the TR armor and clothing, but I assume it works okay with Better Bodies. (The stuff I have tried works just fine.) The BB team had to make their body fit the vanilla clothing and armor, after all, so anything that resembles the vanilla clothing should generally work. The TR clothing does look a bit different from the Better Clothes stuff, though, thanks to the seams.

Better Clothes isn't required for Better Bodies, by the way. It just makes the game look nicer. :)

Oh, another question: While the first map includes a lot of quests and seems complete, does the second one feel empty or does it already match well with the rest of the game while its quests are still being worked on?

It doesn't feel particularly empty to me, just... less interactive. It doesn't seem shallow or lifeless; there's just less you can actually do (less, not nothing). It fits in well despite that, though, IMO. I went down to Helnim the other day and wondered why I couldn't get any Thieves Guild jobs, before going "oh, right, map 2."
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Jacob Phillips
 
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Post » Fri May 27, 2011 8:09 pm

I've got some questions:
It's the first time I've installed the TR expansions (Map1 + 2 of course) and I'm curious about their compatibility with graphics enhancing mods, especially Better Bodies and Better Clothes (as far as I know required for Better Bodies).
I have never used any graphics mods for Morrowind and would like to now, but also want to maintain full compatibility with the Tamriel Rebuilt expansions as they seem to be the most professionally done, unofficial mods for the game.
So, is it safe to use the two body improvement mods or will I face several artifacts with new clothes and armors added by TR being incompatible with the new bodies?

Oh, another question: While the first map includes a lot of quests and seems complete, does the second one feel empty or does it already match well with the rest of the game while its quests are still being worked on?


There should be no problems with better heads or better bodies with tr, atleast none ive ever experienced or heard of, im fairly certain its safe to use both.
IMO map 2 fits in seemlessly, even without the quests.
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kiss my weasel
 
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Post » Fri May 27, 2011 4:14 pm

While on the subject of Head mods, I found that virtually all of the high ranking Telvanni in their towers had no heads. I was running NPC replace, a head mod, But I was wondering if anyone else had noticed this, or was it just in mine. It seemed to be across both maps.
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Miss Hayley
 
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Post » Fri May 27, 2011 8:09 pm

While on the subject of Head mods, I found that virtually all of the high ranking Telvanni in their towers had no heads. I was running NPC replace, a head mod, But I was wondering if anyone else had noticed this, or was it just in mine. It seemed to be across both maps.

Many high ranking Telvanni have unique heads, if that helps.
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c.o.s.m.o
 
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Post » Fri May 27, 2011 3:22 pm

While on the subject of Head mods, I found that virtually all of the high ranking Telvanni in their towers had no heads. I was running NPC replace, a head mod, But I was wondering if anyone else had noticed this, or was it just in mine. It seemed to be across both maps.



It sounds like you have not activated the BSA file/s in your morrowind.ini which contains all of the unique graphics/sound files for the maps.
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Sylvia Luciani
 
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Post » Sat May 28, 2011 2:24 am

Or you have kept the older version of the bsa from a previous release, rather than overwriting it with the one from the latest release (the one this thread is about).
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Claire
 
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Post » Fri May 27, 2011 7:17 pm

Or you have kept the older version of the bsa from a previous release, rather than overwriting it with the one from the latest release (the one this thread is about).

Well, in that case, I would have the older version of the TR maps as well, I'd assume. There may be something in this, since you mention sounds, and it does always produce a sound error box whenever I get near the Boethian lake, so Its probably the case. I'll look into it further, thanks.


EDIT: Exploration with the CS shows that the master of Alt Bosara has not been assigned any head, which would seem to indicate that the unique heads are not there. I have definitely registered the BSA in the ini, but is it possible that I have kept the BSA itself from TR 1 and not overridden it with TR2? Even so, surely the TR1 heads would be present, which they aren't?
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Elisha KIng
 
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Post » Fri May 27, 2011 10:17 pm

Most of the unique heads were added by the updated Map 1 which was included with Map 2. Anyway, just use the new BSA, the old one had problems, not worth discussing.
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I’m my own
 
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Post » Fri May 27, 2011 11:06 pm

Most of the unique heads were added by the updated Map 1 which was included with Map 2. Anyway, just use the new BSA, the old one had problems, not worth discussing.

Hmm, looks like the only option is to redownload TR2 for the BSA. Oh well, my fault.


EDIT: seems, for some reason, that I was using the old one. I know why now didn't overwrite when I downloaded TR2: Because I cut and pasted only the TR1 and 2 esms, but not the new BSA. Either way, Master Vaerin has his goldy visage back. Thanks everyone!
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Saul C
 
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Post » Sat May 28, 2011 12:01 am

Gez, sorry for the bother, your inbox is full.

But could I have the link to that modified WI so I can use them both?

The link that is currently in my inbox is 'broked.
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Siobhan Thompson
 
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Post » Fri May 27, 2011 10:59 am

Just a heads up to everyone: We just posted a HUGE Necrom update on our blog, complete with mouth-watering eye candy! Go check it out at http://www.tamriel-rebuilt.org/blog/ :)
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Tina Tupou
 
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Post » Fri May 27, 2011 6:08 pm

According to the blog, the exteriors will be done sometime in June. Does that mean we can look forward to the next TR release in July/August, or are the other areas not as far along as Necrom? By the way, the city looks cool. A very unique city. One screenshot showed it on an island. Is this while he is developing the city and will move it later or is it really isolated like that?
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Alberto Aguilera
 
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Post » Fri May 27, 2011 10:22 am

Once the exteriors are complete, they will need to be NPC-ed and then the many other checks done (border matching, testing, etc). I doubt Map 3 will be released this year.
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Daramis McGee
 
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Post » Fri May 27, 2011 3:37 pm

This mod is awsome. The first thing I did was take a copy of "The Ruins of Kemel-Ze" and run aside the mainland shore to find Marog and the ruins themself. I was stunned when I saw the beauty and detail of these ruins.

Great job TR team!
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Farrah Barry
 
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Post » Fri May 27, 2011 12:41 pm

Necrom is looking very nice! :goodjob:
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Lavender Brown
 
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Post » Fri May 27, 2011 10:47 pm

According to the blog, the exteriors will be done sometime in June. Does that mean we can look forward to the next TR release in July/August, or are the other areas not as far along as Necrom? By the way, the city looks cool. A very unique city. One screenshot showed it on an island. Is this while he is developing the city and will move it later or is it really isolated like that?


The rest of Map 3 will likely take a bit longer, and then like MowSkwoz mentioned, we will still have to add NPCs and dialogue, which will certainly be NO easy feat, with Necrom and Almalexia to populate! Since Necrom is only one section, it looks like an island; the way we work is someone will take a "claim," which is to say, a section of land, or interiors, and work on that section only. The reason it looks like is an island is because we separate all our claims from each other, so that we can simply merge them all together cleanly at the end which makes for an easy finish :)
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Judy Lynch
 
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Post » Fri May 27, 2011 11:00 am

Sorry to reiterate, but is there anyone who knows where the file for the Wizard's Island compatible one is?

I had to choose to sacrifice either Map 2, WI, or Balmora Extended. I had to choose Balmora Extended, sadly. Still, I need the patch that makes the two I kept work.
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Laura Wilson
 
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Post » Fri May 27, 2011 12:07 pm

Sorry to reiterate, but is there anyone who knows where the file for the Wizard's Island compatible one is?

I had to choose to sacrifice either Map 2, WI, or Balmora Extended. I had to choose Balmora Extended, sadly. Still, I need the patch that makes the two I kept work.
Do you mean Balmora Expansion by Gorg etc? Out of interest, how does that conflict with TR / WI?
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James Hate
 
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Post » Fri May 27, 2011 8:44 pm

Balmora Expansion (Or is it Extended? I forget, exactly. But you most likely have it right.) conflicts with WI; a door in BE has some of the same properties as a door in WI. The fix for this is a replacement file, I believe. However, the WI file thats compatible with TR is ALSO a replacement file. Which doesn't include the patch for BE, as I recall. ALSO, I can't even access the file for WI-TR compatibility; the link to its location on filefront (I saved the PM in my inbox) now just links to the front page.
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Strawberry
 
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Post » Sat May 28, 2011 2:23 am

Balmora Expansion (Or is it Extended? I forget, exactly. But you most likely have it right.) conflicts with WI; a door in BE has some of the same properties as a door in WI. The fix for this is a replacement file, I believe. However, the WI file thats compatible with TR is ALSO a replacement file. Which doesn't include the patch for BE, as I recall. ALSO, I can't even access the file for WI-TR compatibility; the link to its location on filefront (I saved the PM in my inbox) now just links to the front page.


I'd also be interested in a Tamriel Rebuilt compatible WI, if anyone finds has it or has a link for it.


Thanks in advance.
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Ray
 
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Post » Fri May 27, 2011 5:12 pm

Just a heads up to everyone: We just posted a HUGE Necrom update on our blog, complete with mouth-watering eye candy! Go check it out at http://www.tamriel-rebuilt.org/blog/ :)


Those Ordinator Masks made me [censored] myself. That is amazing.
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Shannon Lockwood
 
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Post » Fri May 27, 2011 4:09 pm

Just a heads up to everyone: We just posted a HUGE Necrom update on our blog, complete with mouth-watering eye candy! Go check it out at http://www.tamriel-rebuilt.org/blog/ :)

Outstanding! :goodjob:
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Ashley Hill
 
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