[RELz] Tamriel Rebuilt: Map 1 - Telvannis

Post » Fri May 27, 2011 5:32 am

Yay Princess!

In other news, Hap's got it right, but you can also travel to Firewatch via Effe-Tei (Mournhold transportation bloke).


Correct, so here's the complete list of all ways to reach Map 1 until third-part mods are released:

1) Divine Intervention from Tel Mora > Firewatch, just outside Imperial Cult chapel
2) ALMSIVI intervention from Sadrith Mora > Ranyon-ruhn, just outside Temple
3) Argonian bloke (Effe-Tei) in Mournhold > Firewatch
4) Levitation, swimming, waterwalk
5) "Icarian Fly" ;)

Bal Oyra has a trader and a fisherman, Bahrammu a fisherman who sells some other ingredients too...


Thanks for the infos! :) So the new Bal Oyra vendors are in the exteriors?

Talking of food, the new TR foods (though they leave a NOM char still hungry!) are great! :liplick: I was especially thrilled by the cooked ornada!


Agreed. My favourite is the scrib pie. ;)
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Motionsharp
 
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Post » Fri May 27, 2011 9:43 am

No means of transportation have been added. The quickest way is to travel to one of the outlying Vvardenfell cities(like Sadrith Mora or Tel Vos) and cast Divine/Almsivi Intervention.

good tip - thank you!
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Sweets Sweets
 
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Post » Thu May 26, 2011 11:07 pm

I thought Effe-Tei is providing teleportation to Firewatch?
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Setal Vara
 
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Post » Fri May 27, 2011 8:26 am

@Whitestrake: you're right, I fixed my post. The other Argonian mage in Bal Oyra confused me. ;)
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Sammykins
 
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Post » Fri May 27, 2011 8:40 am

If the only well that was converted for the NoM patch is the one in Firewatch, was a SECOND well added to Bal Oyra? It already has a well between two houses near the Fort, as I discovered to my dismay after adding a NoM well in the middle of town for my own use.

BTW - I've already made a few of the expansions and minor tweaks toward the final version my Morrowind Crafting extension for TR1. I felt it needed a second source of silver ore, a few more sand deposits along some of those sandy beaches, and a slightly more dependable supply of certain types of wood. A few of the brief dialog remarks may expand into mini-quests, especially those about the iron mines. For the "final" release, which DEFINITELY won't happen until after the TR1 final release, I will also add House Dres Gah'Kogo (medium) armor crafting capability, and hope to squeeze Dreugh armor manufacture in there somehow. A DIY Telvanni Cephalopod helm is a distinct possibilty, IF I can fit it into the scripts without having to add yet another level of menus. Since the purpose of a Beta release is to get feedback and make corrections, if anyone's actually tried this extension, are there any improvements that you feel it could use?
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Emmi Coolahan
 
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Post » Fri May 27, 2011 6:57 am

Thanks everyone for support on the NOM mod, it?s released, here! :icecream:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6866
and another linky to TES if PES glitches.. http://www.tesnexus.com/downloads/file.php?id=19710


If the only well that was converted for the NoM patch is the one in Firewatch, was a SECOND well added to Bal Oyra? It already has a well between two houses near the Fort, as I discovered to my dismay after adding a NoM well in the middle of town for my own use.

Ay, a second well was added...To the middle of town as well, like you had done! Well well...Let`s hope someone makes an "Abondened Well of Bal Oyra"mod for the non NOM well!

In other news, Hap's got it right, but you can also travel to Firewatch via Effe-Tei (Mournhold transportation bloke).

I intend to release a travel add-on once Map 2 is out. (Not too far now)

Good to hear, about the upcoming transportation mod, and about Effe-Tei!
It sure was memorable waterwalking the first time to the Telvannis shores of beta 1, I happened to end up by Tel Oren, just gasping!
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Jordyn Youngman
 
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Post » Fri May 27, 2011 6:24 am

Congratulations to to the release, Mistress Miaura: I've already thanked you in your http://www.gamesas.com/bgsforums/index.php?showtopic=877650&hl=. Anyway, what about my question?
So the new Bal Oyra vendors are in the exteriors?


It sure was memorable waterwalking the first time to the Telvannis shores of beta 1, I happened to end up by Tel Oren, just gasping!


True! The first time I went to the Map 1 lands was with a COC to Port Telvannis instead; it was an amazing experience because I could finally see the famous Morrowind mainland, ever seen in so many maps but never live, and it looked as though it was there all along and I just didn't see it yet. The first time it still looked as an 'alien' world to me though, now when I see how it run seamlessly with the rest of the world I'm just happy to live this great addition to the Morrowind experience. :)
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KRistina Karlsson
 
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Post » Fri May 27, 2011 6:54 am

^_^ Thanks Osiris, for congratsulations and linking my thread!
So the new Bal Oyra vendors are in the exteriors?

Woops, sorry , was gonna answer that in previous post and obviously forgot...Yes, they are, both are to be found around the docks, the fisherman is selling from his new boat by the pier. And of the existing TR vendors Black Ogre Tavern sells cooked fish foods now, for the fishing village feel.
I can well imagine your amazement if you used COC Port Telvannis to enter mainland for the first time... My Vvardenfell Telvanni archmagistress really accidently swallowed her pride when seeing that city!
I felt that beautifull alien feel all around too,and still sometimes do, yet blending into the game as if it had allways been there. It was really a lot like playing Morrowind for the first time for me! And the most beautifull "alien vibe" I experienced was to hear the wild Silt Striders calling eerily in the new landscape...Before actually seeing them!
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:)Colleenn
 
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Post » Fri May 27, 2011 3:33 am

Woops, sorry , was gonna answer that in previous post and obviously forgot...Yes, they are, both are to be found around the docks, the fisherman is selling from his new boat by the pier.


Hum... I don't know if these two exterior vendors can be scripted to act as the other Bal Oyra exteriors NPCs (no spoilers!!!), probably not if they already have a NOM script attached. Anyway, your mod is ok as is I guess. :)

I can well imagine your amazement if you used COC Port Telvannis to enter mainland for the first time... My Vvardenfell Telvanni archmagistress really accidently swallowed her pride when seeing that city!
I felt that beautifull alien feel all around too,and still sometimes do, yet blending into the game as if it had allways been there. It was really a lot like playing Morrowind for the first time for me! And the most beautifull "alien vibe" I experienced was to hear the wild Silt Striders calling eerily in the new landscape...Before actually seeing them!


I agree on everything you said. :)
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Lynne Hinton
 
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Post » Fri May 27, 2011 1:33 pm

Does Wizard's Island conflict with map 1 or with map 2? To me it looks like it would be map 2, which is not released yet. But WI adds so much weirdness at the eastern side of the map that I am confused; e.g. I can see WI there (maybe just the LODs of it?) although it should be at the west side of the map!?
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Shirley BEltran
 
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Post » Fri May 27, 2011 4:39 am

Does Wizard's Island conflict with map 1 or with map 2? To me it looks like it would be map 2, which is not released yet. But WI adds so much weirdness at the eastern side of the map that I am confused; e.g. I can see WI there (maybe just the LODs of it?) although it should be at the west side of the map!?


No, neither Map 1 nor Map 2 will conflict, but future maps like Map 4 and Map 5 will conflict. That's one of the reasons I uninstalled Wizard Islands, because of the pure awesome of TR.
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Tracey Duncan
 
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Post » Fri May 27, 2011 6:38 am

No, neither Map 1 nor Map 2 will conflict [with Wizards Islands]


Yes they do.

Why do people forget that the frozen island is not all of WI? There's that lush island with giant killer butterflies first, the one you arrive at after the shipwreck. It has major landscape conflicts with TR map 2.
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Gaelle Courant
 
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Post » Fri May 27, 2011 11:34 am

Good news, Hrnchamd has a map fix included in his Morrowind patch. I recommend using this.
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Leanne Molloy
 
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Post » Fri May 27, 2011 11:15 am

AFAIK the map fix hasn't been finished yet though.
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~Sylvia~
 
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Post » Fri May 27, 2011 11:05 am

Yes they do.

Why do people forget that the frozen island is not all of WI? There's that lush island with giant killer butterflies first, the one you arrive at after the shipwreck. It has major landscape conflicts with TR maps 1 and 2.

I do not forget that, but still, I do not see this supposed conflict with map 1. I do not care about map 2 at the moment.

Could you specify the cell area?

EDIT: TESPCD does not detect any conflicts other than a deleted DIAL entry.
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Anna Krzyzanowska
 
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Post » Fri May 27, 2011 1:55 am

Will anything added by Glory Road conflict with any of the TR Maps?
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NIloufar Emporio
 
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Post » Fri May 27, 2011 12:23 pm

Will anything added by Glory Road conflict with any of the TR Maps?

If it adds landmass anywhere south of Solstheim or east of Dagon Fel, then presumably. Only the northern sea is guaranteed to be free from conflict.

W/re: Wizard's Island, if TESPCD detects no conflicts, one can only assume that it does not yet conflict. Best just to try it and see how screwed up things get. :P Once Map 2 is out, I think we can safely say it will conflict.
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Suzie Dalziel
 
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Post » Fri May 27, 2011 6:50 am

Once Map 2 is out, I will be able to remove that conflicting landmass.
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LittleMiss
 
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Post » Fri May 27, 2011 1:12 am

If it adds landmass anywhere south of Solstheim or east of Dagon Fel, then presumably. Only the northern sea is guaranteed to be free from conflict.


Ah crap, out of the whole great mod there's just one lil island south of Solstheim. Which, by the looks of things is going to be sitting just west of Blacklight, on map 5 :(
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Lory Da Costa
 
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Post » Fri May 27, 2011 12:00 pm

Ah crap, out of the whole great mod there's just one lil island south of Solstheim. Which, by the looks of things is going to be sitting just west of Blacklight, on map 5 :(

Well, you're gonna have a long wait if you're expecting Map 5 any time soon. ;)

There may well be no conflict up until that point, so they should (fingers crossed) work fine for now. :)
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Prue
 
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Post » Fri May 27, 2011 10:42 am

Honestly, I wouldn't be too concerned about conflicts with TR maps higher than map 2.
You'll probably have a new character started when they come out, and even if not, you most probably already played through any possibly conflicting mods. ;)
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Lisa
 
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Post » Thu May 26, 2011 10:44 pm

I haven't heard anything on this for a while. Out of curiosity (and I promise it's no demanding rush of "Gar! When will this be finished), I must inquire as to what is left currently to finish between the beta and the final? I seem to remember hearing that the final was potentially at hand. But nonetheless, I merely ask because I'm trying to decide whether I want to go ahead and play the beta or wait for the final.
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Courtney Foren
 
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Post » Fri May 27, 2011 8:53 am

I seem to remember hearing that the final was potentially at hand.

That would be the first beta of Map 2, I think. That certainly is getting very close now.

Final Map 1 is still very much in the air. Don't expect it soon. (Although there will likely be a very minor 'dangerous bugs' fix version that will be released with Map 2, dealing with the TG joining bug, and also some issues raised by Map 2 compatibility. Changes will be very minor here, however, and are unlikely to cause update errors of the sort a quick Wrye Mash can't fix)
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Syaza Ramali
 
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Post » Thu May 26, 2011 9:50 pm

So the suggestion would likely be go ahead a check out the beta then, if I'm reading correctly?
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Natasha Biss
 
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Post » Fri May 27, 2011 2:51 am

Yeah, probably. :P

I was kinda hedging my bets and hoping someone with more knowledge of the whole Wrye Mash thing would come and tell me that yes, I was right that such a minor update would not cause problems, thus clarifying the whole thing... But that didn't happen. :P


*ahem*

Yes! Download the Beta! :celebration:
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Joey Bel
 
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