[RELz] Tamriel Rebuilt: Map 1 - Telvannis

Post » Fri May 27, 2011 12:02 am

The person working on Map 1's "MQ" is moving at an incredibly slow pace, and is busy now(I'm not sure what he's doing when he's not busy). Map 2 is much, much closer to a release than Map 1(If not Thanksgiving, an early Christmas present for sure).

However, we may release a version 2.5 of Map 1 sans the MQ, but including all the rest of the updates and a fix for the bug that disallows new games to join the Thieves Guild, along with numerous other updates and the remaining non-MQ quests once it reaches that state.
User avatar
Gemma Woods Illustration
 
Posts: 3356
Joined: Sun Jun 18, 2006 8:48 pm

Post » Thu May 26, 2011 10:50 pm

Thanks for the update and all the work that goes into a project like this. I mean that sincerely.

I'm always a fan of release early and release often. I'd be all for a 2.5 release of Map 1. Bug fixes are ALWAYS welcome, not to mention any new additions can be tested for bugs leaving the 3.0 release to focus more on the MQ.

Also I know you're a huge project with a big team, but if progress is slowing down, perhaps you could put out a call for some volunteers, even if they are just volunteering in the short-run for helping with specific tasks.
User avatar
sophie
 
Posts: 3482
Joined: Fri Apr 20, 2007 7:31 pm

Post » Fri May 27, 2011 7:30 am

However, there are some landmass conflicts with certain other mods. TR uses its own leveled lists, mostly, and doesn't change anything from normal Morrowind so it should otherwise be fully compatible.


Cool that means I am safe although I will wait until the final version before downloading
User avatar
Symone Velez
 
Posts: 3434
Joined: Thu Sep 07, 2006 12:39 am

Post » Fri May 27, 2011 12:11 am

I have heard that a new release of Map 1 is forthcoming. Is there any relative time-frame?


The resource file (TR_Data.esm) has been modified to fix some bugs and add resources needed for Map2. Unfortunately, as a result, it doesn't work well anymore with Map1 -- the problems are very minor, but you do get annoying warning messages and some cells are affected. So, the release of Map2 should go together with an updated version of Map1 without these issues.
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Fri May 27, 2011 11:27 am

Sounds good! I look forward to it.
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Fri May 27, 2011 5:23 am

Don't expect any new quests just yet, though. ;)

In fact, one has actually had to be removed for revamp purposes (Raiders in Firewatch). :(

Basically, the 'new' version of Map 1 will fix idiotic errors that shouldn't have been there in the first place. Nothing else. (We haven't had enough time to go through the lists and fix every floating static, for instance)


EDIT: Oh, and Prom, it's not so much that progess is slowing down, more that things are returning to normal. ;) Remember all the years in the wilderness before 07's release of the second Map 1 Beta?

After the Herculean efforts of the Quested release, some folks (certainly myself) are feeling a bit burnt out, and have retired to more of a back-seat position (not that I had any position prior to '07, but still...). However, we've got several new, exciting questers on the team, and once Map 2 comes out, I think my enthusiasm for proper 'work' (it's still just a hobby, though ;)) will return.
User avatar
Ysabelle
 
Posts: 3413
Joined: Sat Jul 08, 2006 5:58 pm

Post » Fri May 27, 2011 6:44 am

I'm back to the forums after some months of inactivity. :)

Map 2 is much, much closer to a release than Map 1 (If not Thanksgiving, an early Christmas present for sure).

However, we may release a version 2.5 of Map 1 sans the MQ, but including all the rest of the updates and a fix for the bug that disallows new games to join the Thieves Guild, along with numerous other updates and the remaining non-MQ quests once it reaches that state.


Excellent news Haplo, excellent news!!! :celebration: celebration: celebration:
Due to some very serious hardware issues, I'm actually unable to run any Construction Set, mod or videogame with my poor computer (nor I have the chance to install Morrowind to any other PC); anyway I'm looking forward to this forthcoming amazing new double-release, and ready to come back to the playtesting machine when finally a new hardware will arrive. :)

Keep up the good work!
User avatar
Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm

Post » Fri May 27, 2011 12:12 am

:rock:
User avatar
Adam Kriner
 
Posts: 3448
Joined: Mon Aug 06, 2007 2:30 am

Post » Fri May 27, 2011 12:41 pm

(game talks about a quarantine, anyway

Ah the famous and non-existent quarantine.

We know it doesn't exist because people obviously come and go all the time. Look at the ports! There's even a quest where the player gives someone the cash to return to the mainland.

Then the player really struggles to get to Mournhold and constantly has to dodge getting thrown into a cell for very obviously breaking this quarantine. The Nevarine by definition has come from.. oh no, you don't.

I have always put this down as a reference to the difficulty for 'normal' people getting into the Capitol district of Mournhold. Why? Because Helseth is paranoid and has very shaky political control and is as popular as a skunk at a perfume parlour. Cast in this light, the 'quarantine' actually makes sense as a political fiction to keep the lid on the pressure cooker.
User avatar
Eve Booker
 
Posts: 3300
Joined: Thu Jul 20, 2006 7:53 pm

Post » Fri May 27, 2011 1:05 am

The release of Map 2 in the following days...


Awesome. Can't wait to check out Kemel-Ze. :clap:
User avatar
priscillaaa
 
Posts: 3309
Joined: Sat Dec 30, 2006 8:22 pm

Post » Fri May 27, 2011 10:37 am

I'm very excited about the news :) To Oblivion with Oblivion, Morrowind along with your incradible work rules big time.
User avatar
Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Fri May 27, 2011 9:26 am

I went to Telvanni Council House in Port Telvannis, and did that strange Levitation thing. When the levitation ended, I still countinued levitateing. Can anybody help me in this? It's very difficult to move in Interiors.
User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Thu May 26, 2011 9:59 pm

It's a script thing, I believe.
User avatar
Vickey Martinez
 
Posts: 3455
Joined: Thu Apr 19, 2007 5:58 am

Post » Thu May 26, 2011 10:59 pm

I went to Telvanni Council House in Port Telvannis, and did that strange Levitation thing. When the levitation ended, I still countinued levitateing. Can anybody help me in this? It's very difficult to move in Interiors.

You can try the console command:
player->SetFlying 0
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Fri May 27, 2011 9:15 am

I went to Telvanni Council House in Port Telvannis, and did that strange Levitation thing. When the levitation ended, I still countinued levitating. Can anybody help me in this? It's very difficult to move in Interiors.


Yeah, the platform in the Telvanni Council house has a script attached which allows you to levitate to reach the Mouths. However, your issue sounds strange: I have never had it. Anyway, there should be a console command to stop the script... Anyone of you knows it?

- EDIT: moonsugar found it. :)
User avatar
krystal sowten
 
Posts: 3367
Joined: Fri Mar 09, 2007 6:25 pm

Post » Fri May 27, 2011 3:24 am

A while back, I used a mod that allows you to start a character at Firewatch. While none of the quests had been added, of course, it was very cool to explore this huge new area that had been added to the game. There were lots of powerful opponents, many of which forced my low-level character to run screaming like a little girl. (Or they killed him so fast he didn't have time to scream...)

The only issue I encountered was finding spells for my beginning spell-caster to buy. Many of the standard spells just didn't seem to be available from any of the spell merchants. I think I eventually found someone with a Levitation spell that I could buy, but I don't think I ever found Water Breathing or Water Walking or any of the other basic spells that I rely on. It seemed like many of the spell merchants had the same few spells for purchase, and they weren't really ones I had need of (too high level/difficult to cast or too specialized). Does anyone know if the variety of spells available for purchase has increased in the most recent release?

Gordon
User avatar
Luis Longoria
 
Posts: 3323
Joined: Fri Sep 07, 2007 1:21 am

Post » Fri May 27, 2011 3:19 am

Chargen Firewatch. I have that on my backup CD, but it's for TRMap1 v1 Anyone want to update it? I did like starting in Firewatch. It was a pretty nice mod.
User avatar
Sun of Sammy
 
Posts: 3442
Joined: Mon Oct 22, 2007 3:38 pm

Post » Fri May 27, 2011 3:44 am

It didn't helped. And I think I know why. I was no levitateing. There were no strange circles under me. But when I saved and exit and loaded the game again, iwas no levitateing.????
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Fri May 27, 2011 1:06 am

The Telvanni Council of Bugs levitation spell lasts about 2-3 minutes of playing time more than needed, which means my character can usually conduct business and still get almost all the way back to the Avenue before it wears off.
User avatar
Samantha Wood
 
Posts: 3286
Joined: Sun Oct 15, 2006 5:03 am

Post » Thu May 26, 2011 11:17 pm

But one time when I use Levitating potion and when it's effect ended, istill was levitateing.
User avatar
ILy- Forver
 
Posts: 3459
Joined: Sun Feb 04, 2007 3:18 am

Post » Fri May 27, 2011 6:17 am

I refused a quest for a slaver form House Dres (i think) in port Telvanni. He was standing next to a guard on a giant wasp. Even though i refused to help him, i got a journal quest opened, just saying nothing more than i refused to help him. Is there something i should do next, or is the quest finished?
User avatar
sally R
 
Posts: 3503
Joined: Mon Sep 25, 2006 10:34 pm

Post » Fri May 27, 2011 11:43 am

I refused a quest for a slaver form House Dres (i think) in port Telvanni. He was standing next to a guard on a giant wasp. Even though i refused to help him, i got a journal quest opened, just saying nothing more than i refused to help him. Is there something i should do next, or is the quest finished?

Sounds like you refused to help him to me, so you wrote it down in your journal so you wouldn't forget. Have you tried getting the quest from him again yet? Maybe he'll forgive you...
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Fri May 27, 2011 9:34 am

I see this is still in Beta - well, the final beta, according to the release notes on PES. Will this ever move out of beta and to a final release, or are things pretty much done and there aren't going to be any updates? :)
User avatar
neen
 
Posts: 3517
Joined: Sun Nov 26, 2006 1:19 pm

Post » Fri May 27, 2011 5:56 am

There will be at least one future (for now we can only assume that will be the 'final') version of Map 1.

Even in its current form, however, this is perfectly usable. :)

By 'Beta' we don't mean 'buggy', just 'not finished yet'. If you wish to download, however, get the version included in the DL of Map 2. That has some important bugs fixed.
User avatar
Josh Lozier
 
Posts: 3490
Joined: Tue Nov 27, 2007 5:20 pm

Post » Fri May 27, 2011 9:28 am

Sounds like you refused to help him to me, so you wrote it down in your journal so you wouldn't forget. Have you tried getting the quest from him again yet? Maybe he'll forgive you...


I don't think that is it, he dosen't want to have anything else to do with me when i talk to him again, could anyone give me a console command to finish the quest? I like a tidy journal.
User avatar
Rach B
 
Posts: 3419
Joined: Thu Mar 08, 2007 11:30 am

PreviousNext

Return to III - Morrowind