[RELz]Tamriel Rebuilt - Antediluvian Secrets #3

Post » Fri May 27, 2011 11:31 pm

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.


Like I said, Maps 1 and 2 do not conflict geographically with Moon's Spawn :P
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Taylah Haines
 
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Post » Fri May 27, 2011 10:14 am

From the Silgrad Tower readme, it says:

"Silgrad Tower: Morrowind conflicts with any mod that affects our exterior coordinates, including Havish, Wizards Islands and certain parts of Tamriel Rebuilt"

Based on http://www.mwmythicmods.com/MAPoMODSUpdated01.jpg map, Map 1 and 2 are on the east and Silgrad Tower is on the west...
How does Silgrad Tower conflict with TR 1 and 2 in a certain parts?
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tannis
 
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Post » Fri May 27, 2011 11:40 pm

From the Silgrad Tower readme, it says:

"Silgrad Tower: Morrowind conflicts with any mod that affects our exterior coordinates, including Havish, Wizards Islands and certain parts of Tamriel Rebuilt"

Based on http://www.mwmythicmods.com/MAPoMODSUpdated01.jpg map, Map 1 and 2 are on the east and Silgrad Tower is on the west...
How does Silgrad Tower conflict with TR 1 and 2 in a certain parts?

It is referring to so far unreleased maps of the TR Project, basically letting you know it will conflict sooner or later if you plan to use all of TR
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Sophie Payne
 
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Post » Sat May 28, 2011 2:05 am

Hey guys we have a twitter now:

http://twitter.com/TamrielRebuilt

Follow us if you are into that kind of stuff.
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Lil'.KiiDD
 
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Post » Fri May 27, 2011 12:16 pm

A quest from the Ranyon Ruhn temple directs the player to go to Necrom. A TR2 map I found at http://i3.photobucket.com/albums/y72/ivoarcheoloog/map2-2.jpg includes Necrom, but the TR2 landmass in my game doesn't extend that far south. Was the quest offered prematurely, or is a later version of TR2 available?
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Richus Dude
 
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Post » Fri May 27, 2011 1:03 pm

A quest from the Ranyon Ruhn temple directs the player to go to Necrom. A TR2 map I found at http://i3.photobucket.com/albums/y72/ivoarcheoloog/map2-2.jpg includes Necrom, but the TR2 landmass in my game doesn't extend that far south. Was the quest offered prematurely, or is a later version of TR2 available?


The quest is offered prematurely. We write all quest lines completely, but due to the way the maps are set up, certain quest lines cannot be completed at the time of their release. Necrom was originally located in Map 2, but due to some restructuring on the fly several months back, a large portion of the south end of Map 2 was moved to Map 3 (making it by far the largest map out of the entire 6), the Sacred East. We felt since Necrom was pretty sacred, it would go better on Map 3 instead of Map 2, which is going to be all about "Antediluvian Secrets"
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Ludivine Dupuy
 
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Post » Fri May 27, 2011 2:56 pm

Is there any map for the TR lands similar to the Google Maps-style interactive map, http://www.uesp.net/maps/mwmap/mwmap.shtml on the UESP Wiki?
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k a t e
 
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Post » Fri May 27, 2011 6:51 pm

Is there any map for the TR lands similar to the Google Maps-style interactive map, http://www.uesp.net/maps/mwmap/mwmap.shtml on the UESP Wiki?


Well, our site has the accurate/composite maps, but that is split up by maps, takes forever to load, and is painful to update. I would fully support an effort to create something like that including TR, assuming the map could be updated with each release.
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Britney Lopez
 
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Post » Fri May 27, 2011 7:13 pm

Is there any map for the TR lands similar to the Google Maps-style interactive map, http://www.uesp.net/maps/mwmap/mwmap.shtml on the UESP Wiki?


Yes, although it is not available to the public.
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stevie critchley
 
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Post » Sat May 28, 2011 2:07 am

Well, our site has the accurate/composite maps, but that is split up by maps, takes forever to load, and is painful to update. I would fully support an effort to create something like that including TR, assuming the map could be updated with each release.

If you mean the 6 composite maps on the TR site, I can't get those to work. When I click a link for one of the maps I get a blue screen that says "Loading", but nothing ever loads. I got the same result with SeaMonkey & Internet Explorer latest versions.
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Louise Andrew
 
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Post » Fri May 27, 2011 12:10 pm

Yes, although it is not available to the public.

Will it be made publicly accessible?
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lexy
 
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Post » Fri May 27, 2011 11:11 pm

Will it be made publicly accessible?


Once they're complete, I'm sure we'd agree to send/add the map files to UESP if people wish to see them. Right now there's too much reorganizing/WIP work going on to give users any idea of what the maps will be like upon completion. The files are all messy in a "just moved but haven't unpacked yet" sort of way. I don't know why those maps won't load for you, perhaps you just have to wait; it takes a *very* long time the first visit.
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biiibi
 
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Post » Fri May 27, 2011 5:48 pm

HELP!

I'm having problems with the ingame map. After patching with the Code Patch I can now see everything, but the whole map is about 300% the size of what it is like normally. And My arrow is far into the sea northwest of Solstheim, is there a way to fix this? PLEASE! I use MGE btw. (just for the filters, I don't use distant land)
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Eileen Collinson
 
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Post » Sat May 28, 2011 12:58 am

HELP!

I'm having problems with the ingame map. After patching with the Code Patch I can now see everything, but the whole map is about 300% the size of what it is like normally. And My arrow is far into the sea northwest of Solstheim, is there a way to fix this? PLEASE! I use MGE btw. (just for the filters, I don't use distant land)
Did you try Mash "Update Map" option already?
[EDIT]I don't think your problem is strictly related to TR, maybe it would be better using a separate thread?
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tegan fiamengo
 
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Post » Fri May 27, 2011 5:57 pm

HELP!

I'm having problems with the ingame map. After patching with the Code Patch I can now see everything, but the whole map is about 300% the size of what it is like normally. And My arrow is far into the sea northwest of Solstheim, is there a way to fix this? PLEASE! I use MGE btw. (just for the filters, I don't use distant land)


Are you using a high-res replacement for the _land_default texture? If so, please delete it or overwrite it with a low-res version.
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Nichola Haynes
 
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Post » Fri May 27, 2011 10:26 am

Are you using a high-res replacement for the _land_default texture? If so, please delete it or overwrite it with a low-res version.


aha! So that was the problem! :D Thank you! But..now it is very small XD. The arrow is in the right place now however. Is this caused by the map fix of the Code Patch? I think so, but perhaps you know. It really is smaller now.
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Eibe Novy
 
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Post » Fri May 27, 2011 11:07 pm

I just tried to install this for the first time today, and now I can't get Morrowind to run. :(

When I try to load a saved game, and start a new game, I get this error: Expression Error Unable to find cell id "Firewatch" in script TR_m1_q_Garrulus_Script.

And then the game crashes to desktop. Anyone have any ideas what the problem might be?
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Colton Idonthavealastna
 
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Post » Fri May 27, 2011 10:07 am

I just tried to install this for the first time today, and now I can't get Morrowind to run. :(

When I try to load a saved game, and start a new game, I get this error: Expression Error Unable to find cell id "Firewatch" in script TR_m1_q_Garrulus_Script.

And then the game crashes to desktop. Anyone have any ideas what the problem might be?


Looks like TR might require the official "Siege at Fort Firemoth" mod by Bethesda. Makes sense, seeing as how it adds a canonical landmass. I'd try installing that. You can download it http://static.gamesas.com/downloads/plugins/firemoth1.1.zip.
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Sammygirl
 
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Post » Sat May 28, 2011 2:34 am

I just tried that, and it still doesn't work. :(
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IsAiah AkA figgy
 
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Post » Fri May 27, 2011 10:16 am

you have a mod that changes the name of the cell that we made "firewatch." im not sure how exactly to fix it, but i think renaming the cell or removing the mod should do.
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Tikarma Vodicka-McPherson
 
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Post » Sat May 28, 2011 1:16 am

I just tried that, and it still doesn't work. :(


I just looked at the error again. It definitely says "Firewatch", not "Firemoth", and actually has nothing to do with that Beth mod. So, sorry about that.

As for a real solution, my guess is either you installed it incorrectly or the load order is messed up. Make sure TR Map 1 is loading before Map 2.
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Donatus Uwasomba
 
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Post » Fri May 27, 2011 11:44 pm

Any updates/news from the Tamriel Rebuilt team? It's been awhile since any new updates, and I'm getting antsy for some new information....
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Dan Stevens
 
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Post » Fri May 27, 2011 11:57 pm

For the curious, the conflicting mod is Sorefoot Enterprises.
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Amiee Kent
 
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Post » Fri May 27, 2011 10:44 am

Any updates/news from the Tamriel Rebuilt team? It's been awhile since any new updates, and I'm getting antsy for some new information....


Quests and detailing, mostly. Quests for Map 2 (and finishing up Map1) have had tons of progress lately. Detailing for Map 3 has been underway for a while now and is certainly on the on the tail-end of things, hopefully it should wrap up some time this year, and then we can get started on NPCs/Dialogue, all before 2010 rolls our way!
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Annika Marziniak
 
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Post » Fri May 27, 2011 10:42 pm

I'd just like to take this oportunity to remind people to rate Antediluvian Secrets and Telvannis if youve downloaded them! AS has 4034 downloads on Nexus and only 48 ratings, which means that only 1% of people who downloaded rated the mod :poke:
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sarah taylor
 
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