[RELz]Tamriel Rebuilt - Antediluvian Secrets #3

Post » Fri May 27, 2011 11:08 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/ :)

Everything looks very Middle-Eastern / Arabic, that's a nice touch. I'm also glad to see lighter textures, because most of the outdoor areas in the game look too dark even under direct sunlight.

Big thumbs up from me!
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John Moore
 
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Post » Fri May 27, 2011 10:40 am

Those Ordinator Masks made me [censored] myself. That is amazing.

agreed
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Zach Hunter
 
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Post » Fri May 27, 2011 12:49 pm

I explored Kemel-Ze some more (I'm drawing maps, otherwise I get lost!) and it never ceases to amaze me. I just entered this place with two 'mixers' and a big iron thing that I filled up with lava. I don't know what the hell it did, but it was fun. :D

It's going to be a real accomplishment if my character can puzzle his way through the entire dungeon... So far I've been turning all sorts of cranks but usually I don't see what they do. :P

If there's evera best (modded) video game dungeon contest, Kemel-Ze should win.
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Eilidh Brian
 
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Post » Fri May 27, 2011 9:58 pm

I agree, Kemel-Ze is fantastic. I learned the hard way that a lot of the levers and cranks don't do anything at all...just there for show. Last I knew, the lava chamber was just for fun. There are three puzzles/challenges that, once solved, give you access to some items that are involved in the Kemel-Ze quest...I finished the dungeon and got the items (keys) but will just have to hold onto them until the quested version comes out.
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brenden casey
 
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Post » Fri May 27, 2011 4:16 pm

I looked at the TR wiki-page, linked to in another thread, and it seems a lot has happened to TR1 since I played it.
The armor part looked interesting with a lot of additions, like the complete dreugh armor, severel open helmets (interesting, since I prefere Aragonians), and full series of weapons. But damage for the weapons looks a little random: why don't the glass DDK have the same damage as the glass claymore, and especially the orcish weapon looks wrong, with most weapons being too weak. I know Bethesda messed up the battle axe (a quite valuable axe being even weaker than the iron battle axe), but I would suggest rebalancing the weapons (if the wiki has the correct values).
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Ice Fire
 
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Post » Fri May 27, 2011 3:45 pm

I just d/l TR1 and quickly ran there to look around. so far it is awesome. A whole new place to explore. Can't wait till I have time to explore it more and actually do some of the quests.
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Baby K(:
 
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Post » Fri May 27, 2011 11:23 pm

I just dl'ed the whole thing. Havn't checked anything out yet but i'm sure it's great. I actually had no idea Morrowind was more than just that island surrounsed by those rivers. It makes perfect sense now that i think about it. THey should have made the game this way to begin with, maybe it would have been to big or w/e.
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Ann Church
 
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Post » Fri May 27, 2011 3:31 pm

I just dl'ed the whole thing. Havn't checked anything out yet but i'm sure it's great. I actually had no idea Morrowind was more than just that island surrounsed by those rivers. It makes perfect sense now that i think about it. THey should have made the game this way to begin with, maybe it would have been to big or w/e.

those aren't rivers...
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Matthew Barrows
 
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Post » Fri May 27, 2011 9:29 pm

Does this mod conflict with Wizard Island or Silgard Tower?
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Music Show
 
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Post » Fri May 27, 2011 11:25 pm

Yes and no (until maps 4&5 are released). I remember someone had a TR compatible version of WI, but I can't recall who was it...
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Elizabeth Davis
 
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Post » Fri May 27, 2011 4:05 pm

Yes and no (until maps 4&5 are released). I remember someone had a TR compatible version of WI, but I can't recall who was it...

Thanks,
I guess I'm going to use Silgard Tower instead until I find that patch
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Cayal
 
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Post » Sat May 28, 2011 12:24 am

Don't know if this is on topic.

I'm noobish as it gets with Morrowind - very adept at Oblivion.

Tried making BAIN package with Tamriel Rebuilt maps. Cleaned them, Loaded them via BAIN, I also am using many tools (MGE, ME, MSE, etc).

Upon loading I get the message:

missing object "TR cr but pmicro" (and rmicro ... and gmicro ...) for reference during cell ravalas caravan.

What does that mean?

Seems as though it might be a missing mesh or something - I don't know - no documentation I've found so far explains it.

thanks
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Lucky Girl
 
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Post » Fri May 27, 2011 6:27 pm

Don't know if this is on topic.

I'm noobish as it gets with Morrowind - very adept at Oblivion.

Tried making BAIN package with Tamriel Rebuilt maps. Cleaned them, Loaded them via BAIN, I also am using many tools (MGE, ME, MSE, etc).

Upon loading I get the message:

missing object "TR cr but pmicro" (and rmicro ... and gmicro ...) for reference during cell ravalas caravan.

What does that mean?

Seems as though it might be a missing mesh or something - I don't know - no documentation I've found so far explains it.

thanks


I don't have any idea what BAIN is, but it sounds like you're either using a dirty saved game (saved/created from Map 1's release and now being used with the updated Map 2 Release), or you need to update your TR_Data.bsa/.esm files. Several variants of the butterfly creature were removed due to svckage and other problems.
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Baby K(:
 
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Post » Fri May 27, 2011 11:45 pm

Why are you using BAIN to install TR? I'm not too familiar with that utility, but I think it's similar to the OBMM, right? Cleaning? Why?
I read in Wrye Musings that BAIN is not as powerful a tool as OBMM, and it doesn't handle ESM files well, if I remember correctly. A regular manual install of TR would be just fine, no need to make a package or anything. Morrowind is not Oblivion, BAIN is not OBMM. Perhaps starting fresh and doing things the simple way is the answer.:)
Or maybe it's like haplobartow said above. I suggest just clearing everything out and starting fresh with a regular intall of the latest TR file.
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Terry
 
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Post » Fri May 27, 2011 4:26 pm

BAIN, like OBMM, is a way of automating both the install and removal of data files - automating what a manual install does. It does not alter them and does not rely upon scripts. It simply moves them using the file path you designate. Why it would not handle esm well but be ok with esp doesn't make much sense to me. To myself and others BAIN is more powerful than OBMM.

I've checked the file paths on the BAIN packages (like an omod) and they check out.

I did use the esm files from map 2 though (even with map one) - I figured they would overwrite them anyway on manual install. I got them off the TR websites and were updates of the map 1 versions.

I was under the impression that cleaning mods were a generally accepted practice? Not so?

I'll try later today to make unclean installs of them and see how it goes.

Still what kind of error is that?

thanks

[edit] oh yeah - don't think it is a save game issue (use Wrye mash to update and sync masters) because I get this error before there is even a choice to either load a save game or make a new game.
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A Boy called Marilyn
 
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Post » Fri May 27, 2011 5:53 pm

That error (amongst other things) is essentially what provoked the necessity of an updated Map 1 being released alongside Map 2.

Basically, the updated TR_Data (which is required for Map 2) produces that error when run alongside an older version of Map 1 which holds hand-placed instances of that butterfly, removed from the latest Data.

This means the source of the error is that you are using the public release version of Map 1, rather than the latest version bundled with Map 2, whilst simultaneously using Map 2 (presumably) and (definitely) the updated version of Data.

Update Map 1, and your issue should disappear. :)

I dunno what affect using BAIN or whatever will have had, having no experience of the thing... But that's certainly what the error should be.
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Elizabeth Lysons
 
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Post » Fri May 27, 2011 11:53 am

thanks - clear, concise.

Will test when I get home from work.

[edit] THAT WORKED thanks
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Brandon Bernardi
 
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Post » Fri May 27, 2011 3:12 pm

Does Moon's Spawn conflict with Map 1 or 2 cause in http://www.mwmythicmods.com/MAPoMODSbyCyronaut.jpg map, Moon's Spawn is close to the Tamriel Rebuilt region?
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Lalla Vu
 
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Post » Sat May 28, 2011 12:56 am

Does Moon's Spawn conflict with Map 1 or 2 cause in http://www.mwmythicmods.com/MAPoMODSbyCyronaut.jpg map, Moon's Spawn is close to the Tamriel Rebuilt region?


Geographically, Moon's Spawn does not conflict with Maps 1 and 2. It will, however, conflict completely with Map 3 - The Sacred East.
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Red Bevinz
 
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Post » Fri May 27, 2011 11:35 pm

Geographically, Moon's Spawn does not conflict with Maps 1 and 2. It will, however, conflict completely with Map 3 - The Sacred East.

Ok, thanks for the warning
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Erika Ellsworth
 
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Post » Fri May 27, 2011 2:47 pm

How can I unpack the tr_data bsa?
More specifically, how can I get my greedy hands on the Necrom building textures.
I want to retex ?m and release em after map 3 comes out.
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Flutterby
 
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Post » Fri May 27, 2011 9:12 pm

Does Moon's Spawn conflict with Map 1 or 2 cause in http://www.mwmythicmods.com/MAPoMODSbyCyronaut.jpg map, Moon's Spawn is close to the Tamriel Rebuilt region?
Geographically, Moon's Spawn does not conflict with Maps 1 and 2. It will, however, conflict completely with Map 3 - The Sacred East.
Ok, thanks for the warning
Errrr, from TR Map 2 readme:
===============================================
INCOMPATIBILITIES:
===============================================
Go here to see what areas are taken up by Tamriel Rebuilt's Map 1 and Map 2:
http://tamriel-rebuilt.org/?p=forum/showmap&map=1
http://tamriel-rebuilt.org/?p=forum/showmap&map=2

Several well-known mods that will conflict include:
The Goblin Lab
N'Dib's Twilight
Inferno's Island
Korobal Island
Island Of Tusar
Hawkfir island
Tree Of Life
Black Mill
Morrowland
Booty Island
Moon's Spawn
My emphasis.
How can I unpack the tr_data bsa?
Get BSA Browser from PES, with that you can explore their contents, register BSAs and pack & unpack them
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Lou
 
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Post » Fri May 27, 2011 5:09 pm

Get BSA Browser from PES, with that you can explore their contents, register BSAs and pack & unpack them


And here's the download link:

http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=32
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luke trodden
 
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Post » Fri May 27, 2011 10:45 am

My emphasis.

Possibly that readme was written before the splitting of Map 2?

Or maybe it is mistaken.

Or maybe Haplo is mistaken.

But either way, the map provided (I have no experience of the mod in question) would certainly imply no conflict, as Hap said, until Map 3. Anyone who actually knows the mod would be able to provide a definitive answer.
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jason worrell
 
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Post » Fri May 27, 2011 3:10 pm

Possibly that readme was written before the splitting of Map 2?

Or maybe it is mistaken.

Or maybe Haplo is mistaken.

But either way, the map provided (I have no experience of the mod in question) would certainly imply no conflict, as Hap said, until Map 3. Anyone who actually knows the mod would be able to provide a definitive answer.
Interesting, perhaps it was written before the split. I've just run a TESPCD conflict check with TR_Map2.esm, TR_Map1.esm and Moons_Spawn_V1.3.3_Non_Patched.esp. No conflicts between Moon's Spawn and Map 1 or Map 2.
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Dawn Farrell
 
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