[RELz]Tamriel Rebuilt - Antediluvian Secrets #3

Post » Fri May 27, 2011 8:34 pm

Tamriel Rebuilt
-- Morrowind --


http://www.gamesas.com/bgsforums/index.php?showtopic=919142
http://www.gamesas.com/bgsforums/index.php?showtopic=925400

http://www.tamriel-rebuilt.org/
http://tamriel-rebuilt.org/blog
http://img103.imageshack.us/img103/8800/aslogoyp6.jpg by Lady Nerevar

Download links:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7040
http://www.moddb.com/mods/tamriel-rebuilt1/downloads/tamriel-rebuilt-map-2-antediluvian-secrets
http://www.tesnexus.com/downloads/file.php?id=21154


Tamriel Rebuilt aims to recreate "Mainland Morrowind" as Bethesda would have had they included it in the third Elder Scrolls game. TR uses a combination of imagination and lore to bring you new areas to explore, new secrets to discover and allowing a host of new adventures to unfold.

This release, Antediluvian Secrets, is the second part of this effort, with its varied landscape stretching from the famed ruins of Kemel-Ze in the west to the massive Boethian Lake to the east. This land is a treasure chest of ruins and ancient secrets waiting to be discovered, from the long-looted halls of Kemel-Ze, to the cursed ruin of Nchazdrumm, to the mystery shrouding the ancient city of Dun Akafell. The land is mostly Telvanni but for the town of Helnim, awash in its own squalor, enamored by its own decline.

We consider Antediluvian Secrets to be a continuation of the Telvannis region, as it completes the land controlled by the eccentric and power-hungry Telvanni mage lords.

Some statistics for Antediluvian Secrets are displayed below:

-Over 580 exterior cells
-Over 420 interior cells
-Over 4000 dialogue entries
-Over 650 NPCs

You can see an overview of some of its most important landmarks http://i3.photobucket.com/albums/y72/ivoarcheoloog/map2-2.jpg.

Below is a list of the key locations(barring a few) and some descriptions along with accompanying screenshots:

Kemel-Ze
Perhaps the most famous Dwemer ruin in Morrowind, Kemel-Ze is a gigantic complex that collapsed into the sea in ancient times. More recently it has been under the investigation of archaeologists, whose excavations have uncovered dozens of mysterious halls, grand vestibules, and magnificent chambers that speak to the grandness of Dwemer civilization.
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_Kemel-Ze1.jpg
http://www.tamriel-rebuilt.org/g/scrcaps/2/Kemel%27Ze_02.jpg
The following screenshots have been lightened for better visibility
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_Kemel-Ze2.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_Kemel-Ze3.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_Kemel-Ze4.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_Kemel-Ze5.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_Kemel-Ze6.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_Kemel-Ze7.jpg


Marog
This Telvanni village sits in a deep gorge created in ancient times with the collapse of Kemel-Ze. The citizens of Marog have looted the ruins of Kemel-Ze for centuries, and are a bit reluctant to accept the Imperial Archeological Society excavating the site.
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_Marog1.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_Marog2.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_Marog3.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_Marog4.jpg



Helnim
Helnim is the largest imperial settlement in the region. This once-great city has forgotten its nobler past and falling into disrepute as a hotbed of crime, split by the division between the Telvanni quarter and its insane Lord and the Imperial quarter with its drunken Lord stumbling around his crumbling halls.
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_Darconis1.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_Darconis2.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_Darconis3.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_Darconis4.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_Darconis5.jpg
http://img354.imageshack.us/img354/8681/08helnimxo3.jpg



Alt Bosara
Alt Bosara is a gorgeous Telvanni tower built against a cliff with a large waterfall. Alt Bosara is the stronghold of Master Vaerin of the Telvanni and a center for his vehemently anti-temple beliefs.
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_AltBosara1.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_AltBosara2.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_AltBosara3.jpg


Tel Muthada
Though its agricultural roots are still apparent, most of Tel Muthada's wealth comes from trade between Helnim, Necrom, and Alt Bosara. Because of these trade routes, the empire build a fort near Tel Muthada, Cephorad Keep. Tel Muthada is currently under the control of Llenari Telsaran, the brutally direct Telvanni wizard.
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_TelMuthada1.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_TelMuthada2.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_TelMuthada3.jpg


Tel Mothrivra
Once a Temple monastic settlement, this location has since fallen under Telvanni control. The impiety of the Telvanni Lord has not done much to please the Temple faithful still present in the region.
http://www.tamriel-rebuilt.org/g/scrcaps/2/Tel%20Mothriva.jpg


The Wilderness
Much of this landscape remains untamed, with vast expanses of plains and towering mountains rising up to meet whoever is so bold as to go exploring. There are secrets waiting to be uncovered and adventures waiting to be had....if you choose to seek them out.

The wilderness of Antediluvian Secrets spreads over hundreds of cells of varied terrain and is filled with many smaller settlements, tombs, ruins, and shrines not outlined above. This time around we have taken even more care in making sure that each and every cell is interesting and unique. So get out there, explore, you never know what you might find!

http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_W2.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_W4.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_W5.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_W6.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_W7.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_W_DragonHeadPoint.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_W9.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_W10.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_W11.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_W12.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_W13.jpg
http://ladyn.tamriel-rebuilt.org/Morrowind%20Screenshots/Map2/Map2_W14.jpg
http://img136.imageshack.us/img136/3999/bridgeth1.png
http://img341.imageshack.us/img341/7673/hilltopruinfk0.png
http://img144.imageshack.us/img144/1336/ragingriverha4.png
http://img341.imageshack.us/img341/4043/valleyyz1.png
http://img403.imageshack.us/img403/6218/windingroadwb6.png
http://img47.imageshack.us/img47/5373/01daedricruinoo5.jpg
http://img354.imageshack.us/img354/1954/05wd6.jpg

-

This release does not include quests. As we did with Telvannis, we want you(the community) to be able to preview and enjoy the massive amounts of work done already, so you can quench your thirst and familiarize yourself with the locales while we work on bringing quests to the region.
Antediluvian Secrets is dependent upon our previous release, Map 1. It completes the region known as Telvannis, or all the area covered by Great House Telvanni's holdings.


In Other News:

Quests for Telvannis are well on their way to the land where completed quests dwell; the main quest line and higher level faction quests are all that remain and are well under way. Over a hundred quests await the player's time and wit on the final version of Telvannis. The aim while building these quests is to find a way to give the player real choices that will have solid effects on the world around them. Your actions will cause rulers to fall, beliefs to be challenged, and could affect the delicate balance of power between Imperial and Telvanni, native and n'wah, old and new.

Simply put, Telvannis is filled with stories of political intrigue, backstabbing, and long lost secrets that revolve around a power-struggle between the two most powerful women in Telvannis. This is not a story of brave knights and beautiful princesses, but of sneaky agents and manipulating rulers. Accordingly, it has all the cheap tricks and unsavory characters you would expect, along with the opportunity to unearth some things that haven't been seen in a long time...

The remainder of Morrowind is doing well, with progress in many areas of interior and exterior world-building. The city of Necrom, focal point of The Sacred East, was completely rebuilt with a http://img180.imageshack.us/img180/7996/nectempleze5.jpg. Our resident writing team is finishing up efforts to improve the quality of the new books added by the project, with "Gospels" in honor of the Tribunal saints. Work is also ongoing on things like the last few interiors in the giant city of http://img230.imageshack.us/img230/2770/almalexiamournholdsf0.jpg and the interior of the http://tamriel-rebuilt.org/g/scrcaps/3/Old%20Ebonheart%20Castle.jpg, the largest Imperial stronghold in Morrowind.

Work on our Oblivion project is also going well. If you own TES4, you might like to have a look at our http://www.gamesas.com/bgsforums/index.php?showtopic=844694 project.

TR is still recruiting! If you have an interest in seeing this project coming to fruition, you might want to consider helping us out. Texture art, modeling, exteriors, interiors, scripting, dialogue or simply play-testing; if you can do it, we want to hear from you! Working in a team is a great way to get plenty of critical feedback on your work, and even if you just want to be a beta tester so that you can get a sneaky "first glance" at the quests or other unreleased content, you're welcome to drop by http://by%20http://tamriel-rebuilt.org/forum/index.php. Quest writers, modelers, and texture artists are particularly sought-after at this time.

The Antediluvian Secrets are yours to discover... Good luck! :)

- Tamriel Rebuilt Team
User avatar
Jennifer Rose
 
Posts: 3432
Joined: Wed Jan 17, 2007 2:54 pm

Post » Fri May 27, 2011 4:10 pm

Quests for Telvannis are well on their way to the land where completed quests dwell; the main quest line and higher level faction quests are all that remain and are well under way. Over a hundred quests await the player's time and wit on the final version of Telvannis. The aim while building these quests is to find a way to give the player real choices that will have solid effects on the world around them. Your actions will cause rulers to fall, beliefs to be challenged, and could affect the delicate balance of power between Imperial and Telvanni, native and n'wah, old and new.

Simply put, Telvannis is filled with stories of political intrigue, backstabbing, and long lost secrets that revolve around a power-struggle between the two most powerful women in Telvannis. This is not a story of brave knights and beautiful princesses, but of sneaky agents and manipulating rulers. Accordingly, it has all the cheap tricks and unsavory characters you would expect, along with the opportunity to unearth some things that haven't been seen in a long time...


Man, I can?t wait to play through the finished main quest of map 1. I have read the interview with your main quester and it sounded REALLY REALLY cool. I just played through MWs main quest again, Tribunal I?m halfway through, so I?m in need of new quests soon :). And NEW quests, MWs quests are nice, but I know what happens and that is kinda destroying the tension.
Your work is just amazing, maybe I can help out as a playtester or beta-tester in the future, but right now I?m just to busy. Nevertheless, keep it up, you?re some great guys ;) :tops:
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Mizz.Jayy
 
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Joined: Sat Mar 03, 2007 5:56 pm

Post » Fri May 27, 2011 4:17 pm

This looks cool. I'm still waiting for Telvannis to move out of Beta, though. Must be some remnant OCD thing, that I need it to be not-in-beta (it must be complete!). :P
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latrina
 
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Post » Fri May 27, 2011 10:37 am

This looks cool. I'm still waiting for Telvannis to move out of Beta, though. Must be some remnant OCD thing, that I need it to be not-in-beta (it must be complete!). :P

Then you're missing out, not to mention waiting for good while yet.

While TR is techinically in beta, it's fully functionable. The only reason you think it's in beta is because you've been told it is. Give it a try, it's better than the majority of "completed" mods.
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Alberto Aguilera
 
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Joined: Wed Aug 29, 2007 12:42 am

Post » Fri May 27, 2011 10:51 am

Then you're missing out, not to mention waiting for good while yet.

While TR is techinically in beta, it's fully functionable. The only reason you think it's in beta is because you've been told it is. Give it a try, it's better than the majority of "completed" mods.

Well, I'm also waiting on a few other things. I suspect I won't actually end up playing Morrowind for another half year or so. :mellow:
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Josh Lozier
 
Posts: 3490
Joined: Tue Nov 27, 2007 5:20 pm

Post » Fri May 27, 2011 10:22 pm

got it to work with the german version. though I actually only had to change "mournhold" in the loop script, I also cleaned a bit of the stuff. first of all, you made great efforts not to touch anything of the original stuff. nevertheless, I found some "impurities". additional to these exterior cells which were already found in the last thread, I found a 'small kwama egg' in map 1, and some containers and statics from original mw in map 2. also the modified cell of the ship 'arrow', and a modified 'tel mora' cell.
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Jack Bryan
 
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Post » Fri May 27, 2011 1:27 pm

got it to work with the german version. though I actually had to change "mournhold" in the loop script, I also cleaned a bit of the stuff. first of all, you made great efforts not to touch anything of the original stuff. nevertheless, I found some "impurities". additional to these exterior cells which were already found in the last thread, I found a 'small kwama egg' in map 1, and some containers and statics from original mw in map 2. also the modified cell of the ship 'arrow', and a modified 'tel mora' cell.


I?m always glad that I have bought myself the english version back when MW got released. The majority of mods just come out in English, there are some great german mods of course (as the Arktwend TC) but nevertheless most stuff is in english. And since I can understand English pretty good (my writings are very bad, I know, but it?s always easier to listen than to talk) I have no problems with the language. Maybe you should get yourself an english version also if you still play MW, it shoouldn?t be that expensive nowadays.

Last month I was finally able to see how the german version is like, since the german GOTY edition got released for free on a german PC magazine, very cool :).
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Nims
 
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Post » Fri May 27, 2011 12:58 pm

got it to work with the german version. though I actually only had to change "mournhold" in the loop script, I also cleaned a bit of the stuff. first of all, you made great efforts not to touch anything of the original stuff. nevertheless, I found some "impurities". additional to these exterior cells which were already found in the last thread, I found a 'small kwama egg' in map 1, and some containers and statics from original mw in map 2. also the modified cell of the ship 'arrow', and a modified 'tel mora' cell.



We use original content on our maps, such as Kwama eggs and containers.
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Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am

Post » Sat May 28, 2011 2:29 am

We use original content on our maps, such as Kwama eggs and containers.

yeah, but the actual objects were modified, like in an unclean plugin. I found these entries in the enchanted editor and deleted them. without doing so, there would probably be displayed the english name instead of the german one.
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Nick Tyler
 
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Post » Fri May 27, 2011 6:24 pm

I just downloaded this. Great mod. :)
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Janine Rose
 
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Post » Fri May 27, 2011 4:27 pm

I found an interesting interaction with TR and Clothiers of Vvardenfell. Every once in a while I come across an "Open Chest" jammed full of CoV clothes/armor. (For example, I'm looking at one in Assurbalhet right now). It looks like there are a few cells in TR that reference com_chest_11_open, which is defined (or redefined) by CoV as a big chest of goodies.
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I love YOu
 
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Post » Fri May 27, 2011 7:58 pm

Indeed, there are eight of them total. Four in Marisanibal, two in the Firewatch C&E Office, one in the Beached Shipwreck, and the last one you found it.

It'll be a simple matter to replace them all with com_chest_11_empty. They're supposed to be empty and we can hope no modder chose to use "empty chest" as a base for "chest full of stuff". :)
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Claire Lynham
 
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Post » Fri May 27, 2011 6:01 pm

It'll be a simple matter to replace them all with com_chest_11_empty. They're supposed to be empty and we can hope no modder chose to use "empty chest" as a base for "chest full of stuff". :)

That sounds like a good solution to me! CoV really shouldn't have re-defined an object that was defined in Morrowind.esm, but it's probably not going to get fixed at this point in time.
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Barbequtie
 
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Post » Fri May 27, 2011 3:10 pm

*Dances with Joy* :woot:

I love these mods. Thanks for all the hard work. :)
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Queen Bitch
 
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Post » Fri May 27, 2011 9:37 pm

Will there be quest(s) regarding the Telvanni Library? That place is so cool, and it seems that there will/should be quests. There aren't any as far as I know, unless I didn't look hard enough or my character doesn't meet specific qualifications.
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Queen Bitch
 
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Post » Fri May 27, 2011 9:45 pm

These maps are still in the beta stage, not all quests have been implemented yet. Map1 already has a lot of quests; but Map2 currently has none. It doesn't mean none are planned! But designing, writing, scripting, and playtesting quests takes a lot of time.
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Lil'.KiiDD
 
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Post » Fri May 27, 2011 10:56 am

These maps are still in the beta stage, not all quests have been implemented yet. Map1 already has a lot of quests; but Map2 currently has none. It doesn't mean none are planned! But designing, writing, scripting, and playtesting quests takes a lot of time.


And if you'd like to help out the questing process, feel free to drop us a line or open a showcase at TR ;-) *shameless plug*
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Life long Observer
 
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Post » Fri May 27, 2011 3:17 pm

Will there be quest(s) regarding the Telvanni Library? That place is so cool, and it seems that there will/should be quests.


Yes, I guess that there will be quests related to the Telvanni Library in the next release of Map 2. Obviously. Plus, AFAIR another Telvanni tower has to be added to the immediate surroundings of the library, in the exteriors. At least, these are the plans I read in the 'mod developement' part of the TR forums time ago.
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Lynette Wilson
 
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Post » Fri May 27, 2011 5:00 pm

There will be three quests for the Telvanni library. They are already being made :)
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Mashystar
 
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Post » Fri May 27, 2011 4:42 pm

little ninja bump, announcing that AS has been added to the Hall of Fame.

btw, can someone with a PES forum account comment that its not our first nomination? it doesnt seem to want to let me post.
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Euan
 
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Post » Fri May 27, 2011 10:27 pm

So, in Map 6 or whatever, do we get the chance to explore Sotha Sil (The actual city, not the dungeon like depths)?
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barbara belmonte
 
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Post » Fri May 27, 2011 1:02 pm

So, in Map 6 or whatever, do we get the chance to explore Sotha Sil (The actual city, not the dungeon like depths)?
Have a read of http://tamriel-rebuilt.org/forum/viewtopic.php?t=20835 from the TR forum.
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cosmo valerga
 
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Post » Fri May 27, 2011 3:36 pm

Short reply: "no because nobody knows where it is anymore and there is no exterior tileset for it anyway"
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Lisa
 
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Post » Fri May 27, 2011 11:38 am

Just a quick question and probably a stupid one: Does the Tamriel Rebuilt maps have a level range at which it is aimed? Like: Don't go there until after lvl 5.
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Karl harris
 
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Post » Fri May 27, 2011 11:24 am

Just a quick question and probably a stupid one: Does the Tamriel Rebuilt maps have a level range at which it is aimed? Like: Don't go there until after lvl 5.

They're fine for beginners, you don't have to worry about monsters outside killing you in one hit or whatever. It's difficulty is very much like the difficulty in the original game (in Vvardenfell, not the places added by the expansions) . But just as in the original game there will always be places that you don't want to walk into at level 1.
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Ricky Meehan
 
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