[RELz] Tamriel Rebuilt: Map 1 - Telvannis

Post » Fri May 27, 2011 1:39 am

It's maybe an appropiate question, but when will the site of TR be back online? I can't enter the site.
Edit: there is already a topic about the site on the oblivion mods section.
User avatar
Richard Thompson
 
Posts: 3302
Joined: Mon Jun 04, 2007 3:49 am

Post » Fri May 27, 2011 6:29 am

It's maybe an appropiate question, but when will the site of TR be back online? I can't enter the site.
Edit: there is already a topic about the site on the oblivion mods section.


For me the site seems to be up and running.
User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Fri May 27, 2011 3:26 am

For me the site seems to be up and running.

For me it won't load.
User avatar
Julie Ann
 
Posts: 3383
Joined: Thu Aug 23, 2007 5:17 am

Post » Thu May 26, 2011 11:47 pm

For me it won't load.

ditto >_<
User avatar
Sam Parker
 
Posts: 3358
Joined: Sat May 12, 2007 3:10 am

Post » Fri May 27, 2011 5:31 am

We are experiencing some difficulty where large amounts of members cannot access Tamriel Rebuilt's website or forum, while others can. The number of members who cannot access TR seems to be a little over half, so if you are waiting on something, or someone seems to be gone, or the forums dead, this is the case. The issue is that the largest data center in Europe (who happens to be hosting us at the moment) was hit by a Denial of Service attack, so they blackholed a large number of IP address. We are hoping to get it fixed as soon as possible.

In the meantime, we strongly urge everyone to join us on IRC, on the ChatSpike server in channel #tamriel.


I, too am one of the ones that cannot regularly access the forums, but this was posted by one of our admins, Haplo on TR. This should explain the situation well enough.
User avatar
Tamara Primo
 
Posts: 3483
Joined: Fri Jul 28, 2006 7:15 am

Post » Fri May 27, 2011 2:58 am

It's maybe an appropiate question, but when will the site of TR be back online? I can't enter the site.


Both site and forum works for me.
User avatar
Jessica Lloyd
 
Posts: 3481
Joined: Fri Aug 25, 2006 2:11 pm

Post » Fri May 27, 2011 5:35 am

Yeah, the forums should be up and functional now, for everyone. :)
User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Fri May 27, 2011 3:36 am

I am eagerly anticipating the final version of this. However, I gotta ask- when will that be?
User avatar
Averielle Garcia
 
Posts: 3491
Joined: Fri Aug 24, 2007 3:41 pm

Post » Fri May 27, 2011 2:57 am

I am eagerly anticipating the final version of this. However, I gotta ask- when will that be?


Whenever we finish the remaining few quests and finish the various bugs/floating objects, etc. So, in regards to how long it has taken thus far, very soon :-D
User avatar
Madeleine Rose Walsh
 
Posts: 3425
Joined: Wed Oct 04, 2006 2:07 am

Post » Fri May 27, 2011 5:24 am

Hi, I've a question...

Is any quest in Map 1 related to a finished mainquest? I've joined the Sixth House and can't (or won't) finish the mainquest in a normal order.

Cheers Lestat
User avatar
Laura-Lee Gerwing
 
Posts: 3363
Joined: Fri Jan 12, 2007 12:46 am

Post » Fri May 27, 2011 2:38 am

Hi, I've a question...

Is any quest in Map 1 related to a finished mainquest? I've joined the Sixth House and can't (or won't) finish the mainquest in a normal order.

Cheers Lestat



Pretty certain absolutely nothing TR does will effect the main quest, as their policy is o not tamper with anything on Vvardnfell.

A side note, I should really know how to spell Vvardenfell. That looks right...right?
User avatar
alyssa ALYSSA
 
Posts: 3382
Joined: Mon Sep 25, 2006 8:36 pm

Post » Thu May 26, 2011 11:03 pm

A side note, I should really know how to spell Vvardenfell. That looks right...right?

Yup, that's it.
User avatar
Tamara Primo
 
Posts: 3483
Joined: Fri Jul 28, 2006 7:15 am

Post » Fri May 27, 2011 2:51 am

Hi, I've a question...

Is any quest in Map 1 related to a finished mainquest? I've joined the Sixth House and can't (or won't) finish the mainquest in a normal order.

Cheers Lestat

Like zackg said, our mod(s) should never affect Vvardenfell or any of its content, including the MQ especially. If it does, however, please be sure to let us know on our forums at http://www.tamriel-rebuilt.org/forum/
User avatar
Paul Rice
 
Posts: 3430
Joined: Thu Jun 14, 2007 11:51 am

Post » Thu May 26, 2011 11:44 pm

I think what Zackg meant is: do any of our quests relate to the effects of having defeated Dagoth Ur.
User avatar
Janeth Valenzuela Castelo
 
Posts: 3411
Joined: Wed Jun 21, 2006 3:03 am

Post » Thu May 26, 2011 11:15 pm

There's the odd bit of unique dialogue here and there, but so far nothing that would require a completed MQ.
User avatar
anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am

Post » Fri May 27, 2011 1:15 am

Sorry if this question has been answered elsewhere, but does this conflict with Ald Vendras?

I guess The Zone, Beyond YsGramor and the Black Mill conflict badly :(
User avatar
Mark
 
Posts: 3341
Joined: Wed May 23, 2007 11:59 am

Post » Fri May 27, 2011 5:42 am

Sorry if this question has been answered elsewhere, but does this conflict with Ald Vendras?

I guess The Zone, Beyond YsGramor and the Black Mill conflict badly :(
Current landmass conflicts in mlox for Map 1:
The Goblin Lab v1.1.esp
tusar_v1.2.1.esp
Clean hawkfir_island.esp
Korobal v1.2.esp
Tree_of_Life.esp
Inferno's Island Revisited.esp
Wizards Islands - Scourge of the Frost Bringer.esm
Beyond YsGramor v2.5.esm
Sorefoot Enterprises, Inc. v1.5a.esp

Map2:
TheBlackMill.esp
Moons_Spawn_V1.3.3_Non_Patched.esp
Booty.esp
From Hell To Heaven.esm
Wizards Islands - Scourge of the Frost Bringer.esm
User avatar
lucile davignon
 
Posts: 3375
Joined: Thu Mar 22, 2007 10:40 pm

Post » Fri May 27, 2011 1:34 pm

Thanks Dragon32, looks like Ald Vendras will be OK.
User avatar
Laura Shipley
 
Posts: 3564
Joined: Thu Oct 26, 2006 4:47 am

Post » Fri May 27, 2011 8:28 am

I thought I saw a message mentioning a mod that was supposed to deal with the problem of the world map not being large enough to show the entire area added by the TR mods. Is there such a mod and if so, what is its name and where can I download it?
User avatar
Zach Hunter
 
Posts: 3444
Joined: Wed Aug 08, 2007 3:26 pm

Post » Fri May 27, 2011 12:17 am

I thought I saw a message mentioning a mod that was supposed to deal with the problem of the world map not being large enough to show the entire area added by the TR mods. Is there such a mod and if so, what is its name and where can I download it?

It's not a mod - you want to get the http://www.gamesas.com/bgsforums/index.php?showtopic=978076. B)
User avatar
Nicole Coucopoulos
 
Posts: 3484
Joined: Fri Feb 23, 2007 4:09 am

Post » Fri May 27, 2011 3:42 am

It's not a mod - you want to get the http://www.gamesas.com/bgsforums/index.php?showtopic=978076. B)

Thanks. I had used the MCP before I downloaded and installed TR, so I didn't have the map option checked. Now I can see the whole map.
User avatar
Chelsea Head
 
Posts: 3433
Joined: Thu Mar 08, 2007 6:38 am

Post » Thu May 26, 2011 11:29 pm

Hi all,

please HELP:

- I cannot enter Firewatch "Large Gate". Pressing spacebar does nothing, bribing the guard to disp 76 did not open any useful new dialogue options.

I`d really like to play this mod, looks awesome.

Regards, Haldir
User avatar
Bee Baby
 
Posts: 3450
Joined: Sun Jun 18, 2006 4:47 am

Post » Fri May 27, 2011 1:37 am

Some of the gates may be locked at certain hours. Otherwise, they should just activate and open like any door.
User avatar
Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

Post » Fri May 27, 2011 11:16 am

- I cannot enter Firewatch "Large Gate". Pressing spacebar does nothing, bribing the guard to disp 76 did not open any useful new dialogue options.

When a gate in Firewatch is locked I just use a levitation spell to go over the wall. What I can't explain is why I suffer some health damage as I'm levitating there. I consider the locked gates an annoyance rather than a feature of the mod. I would suggest that feature should be dropped in future revisions.
User avatar
Vera Maslar
 
Posts: 3468
Joined: Wed Sep 27, 2006 2:32 pm

Post » Fri May 27, 2011 2:02 pm

When a gate in Firewatch is locked I just use a levitation spell to go over the wall. What I can't explain is why I suffer some health damage as I'm levitating there. I consider the locked gates an annoyance rather than a feature of the mod. I would suggest that feature should be dropped in future revisions.



The gates are locked for realism. At night-time, the perimeter gates will be locked for safety, although it's true we should probably allow the PC to hail a guard to open them with a crime level of zero. The inner keep gate will probably not be unlockable while locked.
User avatar
Gavin boyce
 
Posts: 3436
Joined: Sat Jul 28, 2007 11:19 pm

PreviousNext

Return to III - Morrowind