[RELz] Tamriel Rebuilt: Map 1 - Telvannis

Post » Fri May 27, 2011 10:24 am

Found some bugs:
http://img264.imageshack.us/my.php?image=mgescreenshot3ni1.jpg

http://img512.imageshack.us/my.php?image=mgescreenshot7ds0.jpg

http://img512.imageshack.us/my.php?image=mgescreenshot8hx8.jpg

With Nedriem, even multiple accusations (as with the quest 'slander') do not result in a disposition decrease as is logical.

http://img406.imageshack.us/my.php?image=mgescreenshot11yu0.jpg
The use of the word best here, probably meant to be 'first'

http://img512.imageshack.us/my.php?image=mgescreenshot13kq2.jpg
He says alibi, but when talking to him he dosen't mention having an alibi as such, he gives another excuse that i can't remember as such

http://img80.imageshack.us/my.php?image=mgescreenshot14nq2.jpg
Use of the word 'weird' is weird. And the first scentence of the 3rd paragraph is poor English.
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Everardo Montano
 
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Post » Fri May 27, 2011 9:37 am

http://img406.imageshack.us/my.php?image=mgescreenshot11yu0.jpg
The use of the word best here, probably meant to be 'first'

Most definitely not. Mithras comments on how a better choice could have been made (but unfortunately wasn't made) because Thelas is not a good choice.
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katsomaya Sanchez
 
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Post » Fri May 27, 2011 12:01 pm

http://img406.imageshack.us/my.php?image=mgescreenshot11yu0.jpg
The use of the word best here, probably meant to be 'first'


I think 'best choice' sort of works here. Might also be partly related to differences between North American and UK varieties (& possibly other varieties) of English. Run 'he's the first choice' and 'he's the best choice' through Google, and you get a 50-50 divide for British websites. A world-wide search, though, yields rather a different result: 'he's the best choice' produces 12,700 hits; 'he's the first choice' produces only 89 hits.

It's a shame we cannot use Google to search US websites specifically, as there are no country-specific domain names. The total number of Canadian websites is relatively small which makes carrying out 'corpus linguistics' research more risky (and then there are the differences between Canadian and US English...).


http://img80.imageshack.us/my.php?image=mgescreenshot14nq2.jpg
Use of the word 'weird' is weird. And the first scentence of the 3rd paragraph is poor English.


Aye. It's an incomplete sentence this way. It's better to use 'You see' or something along those lines.


* Swiveller *
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Marina Leigh
 
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Post » Fri May 27, 2011 10:13 am

Best choice is perfectly grammatical english.

And yeah the paragraphing and sentence structure in the other one is odd. I'd probably use odd or strange instead of wierd, and restructure it something like this :

It's strange for an officer of the law to say this, but this theft is suits us just fine. We can accuse Sinsal of this theft you see; he's always at the dancing jug and it's something he can easily carry. There's no way he can escape this one.


Although the logic is till a little wierd, unless the idea is that you plant the wine on this guy to frame him (I haven't yet played TR, although I'd really like to). Or does the guard suspect that Sinsal will have the wine on him so you can search him and find it?
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Christie Mitchell
 
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Post » Fri May 27, 2011 6:55 am

Re-reading first vs best. "he holds full responsibility of the financial part" probably should be "he holds full responsibility FOR the financial part"

Are these bug reports helpful?
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Sarah Edmunds
 
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Post » Fri May 27, 2011 3:56 am

It's a shame we cannot use Google to search US websites specifically, as there are no country-specific domain names.

What about .us, like in http://www.imageshack.us/ ?
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hannaH
 
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Post » Thu May 26, 2011 10:49 pm

Re-reading first vs best. "he holds full responsibility of the financial part" probably should be "he holds full responsibility FOR the financial part"

Are these bug reports helpful?


We do have a public error reports section at the top of our forum that we ask people to leave reports at instead of posting them here.
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Leilene Nessel
 
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Post » Fri May 27, 2011 12:27 pm

Aye. It's an incomplete sentence this way. It's better to use 'You see' or something along those lines.
* Swiveller *

You guys are missing the player's 'choice' response. Rather than just "continue", the player says "Why?" or something to that effect, IIRC.

Anyway, as Hap said, these reports are more helpful in our Beta Error Reporting forums, where they can all be kept in one place for easy fixing when the time comes. :)
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Big Homie
 
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Post » Fri May 27, 2011 11:45 am

I don't know if this has been asked before, but would it be possible for you guys to release some a "dummy" version of the landmass for the rest of TR as they become available for use with MGE's distant land and the expanded map? Doesn't need to be polished at all, just so long as there is something to see surrounding Vvardenfel.
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Rinceoir
 
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Post » Fri May 27, 2011 12:42 am

I don't know if this has been asked before, but would it be possible for you guys to release some a "dummy" version of the landmass for the rest of TR as they become available for use with MGE's distant land and the expanded map? Doesn't need to be polished at all, just so long as there is something to see surrounding Vvardenfel.


Actually that sounds like a really good idea. It's kind of immersion breaking to me to have a whole other portion of a continent invisible while we are at the same time suggesting it is there. At least being able to look out and it "appear" that you are seeing it helps the role playing, at least in my opinion. But then again, I don't know how you guys are rationing out the work on the other maps either.
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josh evans
 
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Post » Fri May 27, 2011 10:52 am

You know, we could probably do that for maps 2 and 3, giving at least half the continent. Not sure how the core would feel about it, though. I'll suggest the idea and see what happens.
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Shae Munro
 
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Post » Thu May 26, 2011 9:37 pm

Weren't most of the maps available back in the day? I could have sworn is used to have at least maps 1-3. I just thought it looked cool on the world map but with MGE that would be fantastic!
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Lindsay Dunn
 
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Post » Fri May 27, 2011 6:39 am

You know, we could probably do that for maps 2 and 3, giving at least half the continent. Not sure how the core would feel about it, though. I'll suggest the idea and see what happens.


It's a great idea.
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Jessie Rae Brouillette
 
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Post » Fri May 27, 2011 12:25 am

I'm very interested in this TR project. I have not played the new landmass yet, but I am relatively new to Morrowind and have yet to even complete the main quest line. Out of curiosity, I would like to know how how the TR landmasses are integrated into the original landmass. For instance, are there dialogue changes for the original Bethesda NPCs to reflect the possibility of traveling to the mainland? Are there other changes designed to make Morrowind more cohesive a region? Are the mainland factions completely independent of the Vvardenfell ones? For example, if you are in the Mage's Guild and travel to Telvannis, will you carry the normal disposition penalty since you are affiliated with a hostile faction? Will there be opportunities to join Indoril or Dres?
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Annika Marziniak
 
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Post » Fri May 27, 2011 9:04 am

I'm very interested in this TR project. I have not played the new landmass yet, but I am relatively new to Morrowind and have yet to even complete the main quest line. Out of curiosity, I would like to know how how the TR landmasses are integrated into the original landmass. For instance, are there dialogue changes for the original Bethesda NPCs to reflect the possibility of traveling to the mainland? Are there other changes designed to make Morrowind more cohesive a region? Are the mainland factions completely independent of the Vvardenfell ones? For example, if you are in the Mage's Guild and travel to Telvannis, will you carry the normal disposition penalty since you are affiliated with a hostile faction? Will there be opportunities to join Indoril or Dres?

For the most part, TR policy is aimed at minimising conflicts with other mods. For this reason, we aim to touch the minimum possible (usually absolutely nothing) of Beth's work. For this reason, there's no fast travel (game talks about a quarantine, anyway - though when Map 2 releases, I intend to produce a 'second-party' mod that adds fast travel through the Census and Excise), and mainland factions are independent of Vvard. Faction relations do factor in Vvard factions on the player, but not the other way around. (So Telvanni in Map 1 still won't like Vvard MGers, but Vvard MGers won't mind Map 1 Telvanni)

Once Map 3 comes out in a quested format, the player will indeed be able to join House Indoril, and House Dres will be joinable in quested Map 6. (Don't hold your breath ;))

Hope tha helps! :)
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remi lasisi
 
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Post » Fri May 27, 2011 12:02 pm

Weren't most of the maps available back in the day? I could have sworn is used to have at least maps 1-3. I just thought it looked cool on the world map but with MGE that would be fantastic!


Back in the day they svcked, and the main reason for our keeping most of our stuff internal these days is not just to be a secretive, hoarding project, but rather more due to the fact that they are WIP files. We don't want the public to see/deal with the disorganized, dirty WIP files, and they don't really need to see them, either. Most of the remaining maps are due for major work, so uploading them now would just give you really patched and incomplete landscape for MGE.
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Hannah Barnard
 
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Post » Thu May 26, 2011 10:23 pm

Several people have reported receiving error messages similar to this one:

Expression Error Unable to find cell id "Tel Ouada" in script TR_m1_NPC_Shavra_Gra-vatok.

I believe these error messages are caused by mod conflicts. In my case, I've just disabled the Korobal mod and watched with joy as the game started without spitting this error message at me. I hope the word gets around so others can benefit from this discovery, if it isn't common knowledge already.
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Dragonz Dancer
 
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Post » Fri May 27, 2011 11:58 am

I come baring more news of mod conflicts.

Expression Error Unable to find cell id "Firewatch" in script TR_m1_q_Garrulus_Script.


This error is caused in my game by a conflict with the "Sorefoot Enterprises" mod.
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Blaine
 
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Post » Fri May 27, 2011 12:42 pm

It's understandable that previous mods will conflict with the TR maps, but at this stage I'd be very skeptical of any new mod that added anything which would conflict with those areas. From the quality and sheer quantity of work that has been displayed so far, I'd say that the TR project will become a "de facto" standard for most PC players of the game, nearly as much as the official mods.

The big question, though, is whether of not some of the older mods will ever be adapted to work with TR. Many of the original modders have "moved on", and will never update their work, while others may not have anyplace to move a landmass to that won't conflict with something else instead. It isn't like the TR team left a lot of room for anything else, except to the North....
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Jade Barnes-Mackey
 
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Post » Fri May 27, 2011 10:25 am

It's understandable that previous mods will conflict with the TR maps, but at this stage I'd be very skeptical of any new mod that added anything which would conflict with those areas. From the quality and sheer quantity of work that has been displayed so far, I'd say that the TR project will become a "de facto" standard for most PC players of the game, nearly as much as the official mods.

The big question, though, is whether of not some of the older mods will ever be adapted to work with TR. Many of the original modders have "moved on", and will never update their work, while others may not have anyplace to move a landmass to that won't conflict with something else instead. It isn't like the TR team left a lot of room for anything else, except to the North....


Could always make the map bigger again
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Elizabeth Davis
 
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Post » Fri May 27, 2011 2:05 am

If it's not a giant landmass, you'll probably be able to place it to the east of Map2/south-east of Map1 and still have it on the patched map.
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jason worrell
 
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Post » Fri May 27, 2011 2:30 am

There was this issue with TR and imperial castle textures. Using TR (I guess it's the .bsa which does it) forces the game to use the vanilla Morrowind textures for some parts of the castles (floors mostly) instead of using any texture replacers you might be using. Even in vanilla MW locations.

I think someone posted a way to fix this some time back, but I forgot. What was the method again? Thanks :)
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Skivs
 
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Post » Thu May 26, 2011 11:23 pm

The reason was that some vanilla textures were mistakenly included in the BSA. The solutions are either changing the timestamp so that TR_Data.bsa becomes older than your texture replacer's file, or removing the incriminated textures from the BSA (which requires unpacking it, deleting them, and repacking it).
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Robert Garcia
 
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Post » Fri May 27, 2011 5:46 am

what's the estimated time that you guys should be finished with this the final version of this mod? if it's far away then will I have a smooth transition from 2.0 to 3.0?
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City Swagga
 
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Post » Fri May 27, 2011 7:49 am

We never estimate time, because each time it's been tried the estimates were wrong.

While it wasn't planned originally, it is possible that there would be another intermediary release. We think Map2 will be out before Map1 is complete (no, no ETA for this either), and if so an updated version of Map1 would be released because the resource ESM has changed in the mean time and some adjustments are necessary to make Map1 fully compatible with the latest version. It would have some bugs fixed and many new quests, but the Telvanni main quest isn't finished yet so it wouldn't be complete.
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Bethany Watkin
 
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