[RELz] Tamriel Rebuilt: Map 1 - Telvannis

Post » Fri May 27, 2011 2:39 am

http://www.gamesas.com/bgsforums/index.php?showtopic=825353
http://www.gamesas.com/bgsforums/index.php?showtopic=827401
http://www.gamesas.com/bgsforums/index.php?showtopic=839382
http://www.tamriel-rebuilt.org/blog/
http://i3.photobucket.com/albums/y72/ivoarcheoloog/telvannisxh9.jpg

Map 1 - Telvannis is the first part of Tamriel Rebuilt's Morrowind Province.

A large mod, it adds great amounts of content to the game, including:

-Over 500 exterior cells
-Over 400 interior cells
-Over 6500 dialogue entries
-Over 950 NPCs
-Over 25 new creatures
-Over 250 new pieces of equipment
-Over 100 quests

Before I say more, let me give you the download link:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=276723&id=5133
http://www.moddb.com/mods/8438/tamriel-rebuilt/downloads
http://www.tesnexus.com/downloads/file.php?id=16202

This is a beta release, so not every quest that the final version will have is in it. This is, however, our last beta for Telvannis, the next one will be the final version.

The area that Map 1 occupies is mostly occupied by House Telvanni, save for two Imperial settlements on its western coast. It spans diverse types of terrain, from the rugged Boethian Mountains to the overgrown wilderness of the Telvanni Isles; from the rolling hills and fertile pastures of the Molagreahd to the dark depths of the Sea of Ghosts.

Its population is spread across a number of settlements, ranging from the majestic glory of Port Telvannis to the imposing battlements of Firewatch; from the sprawling bridges of Llothanis to the dizzying heights of Tel Ouada.

The quests that are included in this file are the following:

- The Fighters Guild, with a headquarters in Firewatch
- The Mages Guild, which also has its base in Firewatch
- The Thieves Guild, which occupies the sleazy tavern the Howling Noose in Firewatch
- The Tribunal Temple, with their chapel in Ranyon-ruhn
- And of course House Telvanni; you can do all the mouth quests and a whole quest line for master Mithras of Ranyon Ruhn for them

Also included in this file are all the miscellaneous quests of Telvannis. Port Telvannis, the capital of the Telvanni lands, has 9 of them! Gah Sadrith is second with 5 miscellaneous quests; Llothanis has 4. Firewatch, Bal Oyra, Tel Ouada and Ranyon-ruhn all have 3 miscellaneous quests. The rest of the settlements have 2 quests each.
And even if that isn't enough, we also have 6 quests implemented in the wilderness. One of them, Kill the Messenger, is very large indeed. So find and play all of our quests and have fun with them!
If you need some help with completing a quest, we have a thread which can answer your question(s) http://tamriel-rebuilt.org/forum/viewforum.php?f=217

We also like if you post errors that you find in these forums, it will allow us to make it even better!:
http://tamriel-rebuilt.org/forum/viewforum.php?f=205
Main areas of interest include:

http://i3.photobucket.com/albums/y72/ivoarcheoloog/Port_Telvannis_02.jpg
Port Telvannis sits on the largest of the Telvanni Isles, on the eastern end of Morrowind. It is the capital of the Telvanni district, and home to Archmagister Rilvin Dral, head of the Telvanni Council. It also features the Telvanni Council House itself, where the "Parliament of Bugs", made up of the six councilors, sits in session.

The city is a maze-like construct of overlapping roots and house pods. Inside the city, a large slave market thrives, where the Dres bring fresh captives for the service of the Mage lords. Life here goes on as if the Empire never existed, for the Council vigorously protects ancient Telvanni privileges.

http://i3.photobucket.com/albums/y72/ivoarcheoloog/Firewatch4.jpg
The center of Imperial power in the area, and home to the bullish Perulia Jandacia, recently elevated to the status of Duchess of the Telvanni District.

The lighthouse shines out over the bay, a symbol of Imperial power. The mighty castle of Firewatch stands as it has for centuries as a bastion of Imperial strength. But as the unrest in Cyrodiil threatens to draw the legions from the provinces and the duchess pushes Telvanni patience to its limit, the locals wonder how much longer it will remain standing.

http://i3.photobucket.com/albums/y72/ivoarcheoloog/Tel_Ouada_03.jpg
Situated in the midst of miles of rolling pastures and gentle hills, the fiercely independent Mistress Rathra's mighty tower dominates the land. Its rich agricultural hinterland and thriving workshops are the focal point for rising anger against Imperial domination.

Gah Sadrith
Situated just across the bay from Port Telvannis on the second largest of the Telvanni Isles, Gah Sadrith is the domain of the newest member of the Council, the Altmer Mistress Eldale. Its busy markets and open plazas attract many to its Water Strider port.

Ranyon-ruhn and Tel Aranyon
The ancient Velothi town of Ranyon-ruhn is small and compact, and relies upon ebony mining for sustenance. It is overlooked by Tel Aranyon, the tower of Master Mithras, an unusually earthly Telvanni lord.

Llothanis
The bustling trading town of Llothanis spans the Nebet Bay. Its maze-like homes and towers are built over the water itself.

Bal Oyra
Sits at the apex of the Dolmolag Peninsula, a sleepy Imperial charter town. Its small keep looks out over a small amount of Imperial houses and some older Dunmer shacks.

http://i3.photobucket.com/albums/y72/ivoarcheoloog/Bahrammu01.jpg
A ramshackle Dunmer village slightly to the northwest of Bal Oyra, on Balvaarden Isle. Its desperately poor inhabitants rely on a combination of fishing and farming to survive, and have incorporated the local wild mushrooms into the settlement's Dunmer architecture.

Sadas Plantation
Lies on the western end of Gahvan Isle, a short walk from Port Telvannis. Its farmers raise Silt Striders for sale to the mainland as beasts of burden, along with netches and various crops. Its fields are overlooked by Tel Sadas, an ancient second era Velothi fortification.

Ashamul
A small troglodytic community, Ashamul lies near the infamous Aranyon Pass. Its inhabitants are desperately poor, and get by however possible.

Sarvanni
An underground molecrab farm slightly to the north of Ashamul. It is here that molecrabs are farmed for their eggs and their shells, producing the raw materials required for the local Telvanni guards' armor.

Tel Oren
The tower of the hermetic Mistress Faruna, Tel Oren is situated to the south of Firewatch, on the tip of the Amurbal Peninsula.

Yashazmus
An ancient Daedric ruin that has been overtaken by the wild-growing mushrooms of the Telvanni Isles

Manzirache
A series of sunken Dwemer ruins, its passages twisted by time into odd directions, and its great halls flooded with water.

Bthzundcheft
An ancient Dwemer stronghold that has been torn apart by the roots pushing through its walls. It has become notorious as a hotbed of smugglers.

---

These are just a few of the many locations you can visit, from large cave complexes and mines, to secluded shrines and isolated farmhouses. Take a detour from the roads and explore this land, its people, and its secrets.

We hope that you all enjoy our mod! We have certainly enjoyed laboring long and hard to bring it to you!

- Tamriel Rebuilt Team
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RAww DInsaww
 
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Post » Fri May 27, 2011 1:20 am

Hi! About the NOM issues in the previous thread...
I have a plugin I made for myself wich adds NOM compatibility to TR1 beta2 and has been tested to work with NOM 2.12.
It actually works even without NOM and would propably work with any earlier or possible future versions of NOM, as I made it with Taddeus and Nymarias NOM compatibility kit - wich is not dependant of NOM, and does not add any NOM scripts, but works it`s magic when NOM is loaded after it. Without NOM loaded it just adds a lot of new ingredients and some items, vendor classes etc. to the CS, and ofcourse anything that the modder using the compatibility kit as base has added to the world. So it would also work with any other plugin that adds NOM items to TR- if they are not placed at the exact same spot as mine!
As said, this is not a new version/update of the NOM addon for TR1 by tek_604, ( I never used that one as I had allready stiched together my own humble addon for the previous TR beta too...) but my independent creation, so I guess I could release it if people would need it. I know I needed one badly and the sooner the better!
It adds water sources to all (I hope!) the settlements and some to the wilderness, about ten new vendors, some small NOM stuff to be found in some houses etc, and changes a few cooking items, bottles and kegs around the world to NOM ones. Yes, and some stuff is added to existing vendors around Telvannis, but paying attention to their race and location. I tried to make it blend in with the world as well as possible...
No path grids were altered or blocked to my knowledge, no existing NPC changed, and the plugin has been cleaned.
I just never released a plugin in my life though I made quite a few, so I feel a bit silly, and would have to find out how one actually packs and uploads it....But I guess I could do that within a week if someone exploring the Telvannis lands wants this.
Safe travels!
a screeny.... http://i489.photobucket.com/albums/rr254/MiauraAzuralili/NOM%20Compatibility%20for%20TR%20Map1/TScreenShot909.jpg
another: http://i489.photobucket.com/albums/rr254/MiauraAzuralili/NOM%20Compatibility%20for%20TR%20Map1/TScreenShot903.jpg
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Kayleigh Mcneil
 
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Post » Fri May 27, 2011 9:57 am

Congratulations to thread #4.

The maps:

http://tamriel-rebuilt.org/?image=g/maps/map_mw_full.jpg&p=modding_data/maps

http://i143.photobucket.com/albums/r127/The_Chieftains_Chambers/TamrielRebuiltMap1Geography.jpg

http://i143.photobucket.com/albums/r127/The_Chieftains_Chambers/TRMap1Geography2.jpg


And a brief re-plug for a rather obscure new feature of Map 1:

There's a new 'exploration incentive' been added in this latest version.

Across the lands of Tamriel Rebuilt, you might, in your travels, happen across unmarked keys (as in simply 'Iron Key', 'Ornate Bronze Key' etc., as opposed to 'Soandso Tomb Key'). These keys might seem to do nothing in their immediate surroundings, but it might be worth your while to keep them with you. Hidden across Map 1 are five chests. These have been snuck into obscure or hard to reach places, and contain some 'better than average' loot (nothing uber, though). You'll know if you find one because you won't be able to open it without those unmarked keys. There are 32 or so of these keys that just happen to be in levelled lists, so there's no set location as to where you'll find them, and each key only opens one chest. (So at the current time there's only five that will actually do anything; the others will be used in future maps)

So, as a nifty little treasure hunt, you can find the keys, and then find the chest. Like I say, there's nothing 'uber' in these chests, but they're there to give you guys an incentive to fully explore TR lands, and perhaps make use of that map marking function. ;)

Enjoy! :)


@mistress miaura: very nice, feel free to release your plugin. :)
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Isabell Hoffmann
 
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Post » Fri May 27, 2011 3:36 am

Thanks Osiris! :twirl:
Now off to check my pockets for any mysterious keys...
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Monika
 
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Post » Thu May 26, 2011 10:29 pm

How does the beta to final process going ? nearly done ?
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Penny Courture
 
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Post » Fri May 27, 2011 2:18 am

How does the beta to final process going ? nearly done ?


We are working for v3.0 final, but is definitely soon to say when it will be released.

Haplo and Theo are fixing the last minor errors and improving stuff here and there, I have tested the first quests for the Imperial Cult and I'm currently playing part of the mainquest. The Imperial side is almost done and debugged.

Things that still needs to be implemented or tested are the Telvanni Side of the mainquest, the last quests for the Imperial Cult, the Telvanni Masters quests, the Telvanni Pocket Realms, the joinable Molag Bal cult (this daedric cult is very evil, it will easily top the dark brotherhood of oblivion in evilness!) and various other 'goodies'. The team wants v3.0 to be perfect and the last, so even if progress is constantly being made you still will need to wait.

Don't let the 'beta' tag fools you though, this is the third Map 1 release and is very stable and safe (previous version numbers were 1.0 and 1.1). :)
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sharon
 
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Post » Fri May 27, 2011 1:39 am

At the rate I'm finding nit-picky little bugs like floating rocks, holes in the scenery, and typos in dialog, they're going to need at least a few more days/weeks to tweak it all. Last night, I just spotted a whole slew of landscape "oopses", mostly around an underwater "anomaly" related to a lost fisherman quest in Bahrammu (sp?), and that one alone will probably take some poor modder a good night's work to patch up....

All of the recent finds have been fairly trivial, and I think that just about all of the "significant" bugs and errors have been caught by this point. My last venture back to Vvardenfell, I caught two errors in the "vanilla" landscape in a matter of minutes, so this map seems to be in at least as good a shape as the original.

BTW - I ran into at least one of the chests so far, not in anyplace one would normally wander at random, but not impossible to get to by "conventional" means. You can pick the 60 point lock, but a message box comes up telling you that the chest appears to have been unlocked but you still can't open it. Now all I need is to find the right one of the 30-some keys.
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Steeeph
 
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Post » Fri May 27, 2011 9:15 am

Now all I need is to find the right one of the 30-some keys.

Which reminds me, when you open one of these chests, will it clearly say which key you used (assuming you get to keep the key) to open it? As it is scripted, it probably doesn't give the original 'opened with X key' message automatically unless it is added in the script. Otherwise you're running around with 30 keys and don't know which ones you can drop. :lmao:
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cutiecute
 
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Post » Fri May 27, 2011 2:21 am

Otherwise you're running around with 30 keys and don't know which ones you can drop. :lmao:


Unfortunately I never came across to any of the chests (my bad, too busy testing stuff!); but yes, running around with 30 keys and don't know which one to drop would be quite fun indeed. ;)
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Samantha Pattison
 
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Post » Fri May 27, 2011 8:35 am

The obvious answer to that would be to have the chest "eat" the key.
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Charlotte Henderson
 
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Post » Fri May 27, 2011 3:45 am

Here's a quote from Nomadic1 at the TR forums, where he explains slightly better than me what the Telvanni Pocket Realms will be:

Pocket Worlds are like daedric realms. They exist in the voidstreams of Oblivion, and fall into and out of creation. Men and mer sometimes find these whilst in creation and bound them into permanent existance through the use of anchors and magicka wells. But doing so is incredibly difficult and in most cases relies on the support of a Daedric lord.

If you really want to know about them (better than that rough description above), go to the Imperial Library and read the http://www.imperial-library.info/tsobs/. Both the Soul Cairn and the Battlespire are actual pocket realms, and some of the other places such as the Shade Perilous are part of the Daedric realms. Be warned, the storyline is quite involved.


Enjoy it! :)
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Zualett
 
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Post » Fri May 27, 2011 11:05 am

Hi! About the NOM issues in the previous thread...
I have a plugin I made for myself wich adds NOM compatibility to TR1 beta2 and has been tested to work with NOM 2.12.
It actually works even without NOM and would propably work with any earlier or possible future versions of NOM, as I made it with Taddeus and Nymarias NOM compatibility kit - wich is not dependant of NOM, and does not add any NOM scripts, but works it`s magic when NOM is loaded after it. Without NOM loaded it just adds a lot of new ingredients and some items, vendor classes etc. to the CS, and ofcourse anything that the modder using the compatibility kit as base has added to the world. So it would also work with any other plugin that adds NOM items to TR- if they are not placed at the exact same spot as mine!
As said, this is not a new version/update of the NOM addon for TR1 by tek_604, ( I never used that one as I had allready stiched together my own humble addon for the previous TR beta too...) but my independent creation, so I guess I could release it if people would need it. I know I needed one badly and the sooner the better!
It adds water sources to all (I hope!) the settlements and some to the wilderness, about ten new vendors, some small NOM stuff to be found in some houses etc, and changes a few cooking items, bottles and kegs around the world to NOM ones. Yes, and some stuff is added to existing vendors around Telvannis, but paying attention to their race and location. I tried to make it blend in with the world as well as possible...
No path grids were altered or blocked to my knowledge, no existing NPC changed, and the plugin has been cleaned.
I just never released a plugin in my life though I made quite a few, so I feel a bit silly, and would have to find out how one actually packs and uploads it....But I guess I could do that within a week if someone exploring the Telvannis lands wants this.
Safe travels!
a screeny.... http://i489.photobucket.com/albums/rr254/MiauraAzuralili/NOM%20Compatibility%20for%20TR%20Map1/TScreenShot909.jpg
another: http://i489.photobucket.com/albums/rr254/MiauraAzuralili/NOM%20Compatibility%20for%20TR%20Map1/TScreenShot903.jpg



I'd be very interested in that mod. It sounds like quality work, don't hesitate to release it.
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Undisclosed Desires
 
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Post » Fri May 27, 2011 12:12 am

Thanks Conquest Calvin! I decided I will, just writing a readme and going through the mod again in the CS and TESAME to doublecheck...But I think I shall release it this week.
Hung around Ranyon-ruhn yesterday, finished my first TR quest :P , and I?m really impressed with all the dialogue! This beta has been worth the wait!
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Keeley Stevens
 
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Post » Fri May 27, 2011 8:12 am

If you can get any kind of OK from Taddeus (I don't think anyone's contacted Nymeria in quite a while), or if not, Neoptolemus, who seems to have taken up the NoM baton, then I'd be happy to try it.

Your additions have to be a lot more thorough than the hastily thrown together NoM for TR1 mini-mod I did for my own game. All I did was add or convert wells in about 4 settlements so I wouldn't run out of water. I REALLY think that the TR wells should be NoM compatible, since they won't hurt anyone who doesn't use NoM, and would be a huge help to any who do. Since I'm also running Morrowind Crafting, my first released mod "MC_food_wNoM" easily takes care of any edibles issue.
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Laura Wilson
 
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Post » Thu May 26, 2011 10:00 pm

Wow, it's even released with quests now?!? That's awesome news! :D

Many thanks to all of the TR team :)
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Shannon Marie Jones
 
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Post » Fri May 27, 2011 9:38 am

Wow, it's even released with quests now?!? That's awesome news! :D


Yes, correct, and this v2.0 is up from some months actually! :) Glad you're enjoying it.

And as described in the opening post... the questlines included are actually the Fighters Guild, The Mages Guild, the Thieves Guild and the Tribunal Temple; there are a bunch of miscellaneous and wilderness quests, much of them featuring multiple paths and different endings. You can also do some quests for Mainland House Telvanni. Gah Sadrith and Ranyon-ruhn also have their own mini-mainquests which, I have to say, are beautifully involving.

Head to post #6 to know what will be included in the final release (which is not around the corner): I just had a look at one of the Telvanni Pocket Realms made for the forthcoming Telvanni Masters quests and it's simply astounding!
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Samantha Mitchell
 
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Post » Fri May 27, 2011 2:57 am

If you can get any kind of OK from Taddeus (I don't think anyone's contacted Nymeria in quite a while), or if not, Neoptolemus, who seems to have taken up the NoM baton, then I'd be happy to try it.

Your additions have to be a lot more thorough than the hastily thrown together NoM for TR1 mini-mod I did for my own game. All I did was add or convert wells in about 4 settlements so I wouldn't run out of water. I REALLY think that the TR wells should be NoM compatible, since they won't hurt anyone who doesn't use NoM, and would be a huge help to any who do. Since I'm also running Morrowind Crafting, my first released mod "MC_food_wNoM" easily takes care of any edibles issue.


Hi! Kovacius; I actually uploaded the mod (pending) on PES before reading this post , and now wish to make certain I do not accidently give the impression of stepping beyond permissions/otherwise being inpolite to anyone...(Excuse my english, please! As I am not an english speaker, do not take me for rude!) So, as said before, this mod uses Taddeus and Nymerias "Compatibility Pack" as a base.
The compatibility pack, as quoted straight from the current dowload site at elrcrim, by Taddeus and Nymerias own words : "The NOM Compatibility pack is a modders resource providing a fast and easy way to add Necessities' food, water sources and items to your plugins. " So, this plugin only uses a modders resource by Taddeus and Nymeria. It does not require additional permission of use as it is a modders resource. As such, it will NOT add NOM functions/scripts anywhere, and as I have stressed in my readme, you really must load NOM after this (as is also instructed by Taddeus and Nymeria in their modders resource readme) to make the new items become NOM items. I have also included Taddeus and Nymeria`s readme of the compatibility pack in the download, for more info on the usage and credits. Please read that if you wish more info on permissions.
Then, as for the thoroughness, everyone must judge for themselves. :whistle: This does add new 11 vendors to Telvannis, and does "nomify" a lot of existing vendor/tavern locations on Telvannis, some of them to a quite notable degree, some slightly...Every major city should have a "nomified" tavern. It also converts many cooking items, bottles, kegs etc. around the land., and adds a few things to some homes for immersion. Actually, I only converted one well,in Firewatch, and after feeling sorry for her, every other settlement I added water to has a new NOM water source, a well or water pool added. I sure hope I did not miss any! Do try it if you will!
I wish to stress I only uploaded this to give something back after playing so many great mods after all having made some usefull (?) ones myself in "secret", not for fame and glory or ripping anyone off off anything!
Mmmm, my english really svcks, but can not be helped...
Anyways, It`s pending on PES now, a simple mod adding NOM compatibility to Telvannis, I?ll stich together a release thread if it`s okay. ^_^
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Juanita Hernandez
 
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Post » Fri May 27, 2011 2:10 pm

This does add new 11 vendors to Telvannis


Thanks a lot, can't wait do download it.
Where exactly are these new 11 vendors? :)
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Keeley Stevens
 
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Post » Fri May 27, 2011 7:50 am

I would be very interested in that NoM addon also. I died from starvation enough times already when I was exploring Telvannis. :P
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Ezekiel Macallister
 
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Post » Fri May 27, 2011 1:46 pm

Yes, I would definitely like to see a NoM patch for TR. I have avoided the area since beginning a new game because of the lack of NoM sources. Logistically, I could just teleport back to my house and stock plenty of food, but I'd rather not have to do that. I try to travel as light as possible. *waits patiently*
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NIloufar Emporio
 
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Post » Fri May 27, 2011 1:14 pm

I'm cleaning out my mod list specifically so I can get this when it's completed and not worry about my game crashing all the time. Keep up the awesome work!
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Ezekiel Macallister
 
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Post » Thu May 26, 2011 9:49 pm

I've been installing mods to my new computer and have installed this plus a couple of add-ons.

I remember from the previous beta that there wasn't transport to Telvannis - has this been added now? If not, is there an add-on mod to add transport?
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rolanda h
 
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Post » Thu May 26, 2011 10:23 pm

I've been installing mods to my new computer and have installed this plus a couple of add-ons.

I remember from the previous beta that there wasn't transport to Telvannis - has this been added now? If not, is there an add-on mod to add transport?


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.
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K J S
 
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Post » Fri May 27, 2011 7:18 am

Thanks for interest everyone! I allmost died of thirst once too when playing without watersources, I was praying for rain...
While hunting for nixhounds for dinner!
Thanks a lot, can't wait do download it.
Where exactly are these new 11 vendors? :)

Now I`ll have to think a moment! Firewatch has a new tiny open air market, three vendors. Bal Oyra has a trader and a fisherman, Bahrammu a fisherman who sells some other ingredients too...Original Gah Sadrith inside marketplace has one new vendor. Port Telvannis has two outside near the original two street vendors....Tel Ouada has a fisherman near the dunmer selling roses... Gah Ouadaruhn has a new vendor on the marketplace. Ranyon-ruhn does not have new vendor, but the imperial woman in the Silt Strider Tower now sells imported foods too. And I think I added NOM foods to all the taverns, some of it on show too. Bal Oyra tavern got a little special new deco I could not resist, I tought it fits! A visit to the two original bakeries is also recomended.
Not every vendor sells everything however, and only in the imperial cities you can get all of the imperial goods.
I had to take some of the vendors out of the "Food Trader" faction cause I realised they where saying things that I tought a Telvannis dunmer merchant would not say, like talking about eggs laid by "proper chicken". Some such stuff still might have slipped by me. Yesh...The mod is still pending on PES.
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! But I can never harm a live ornada myself, they are too cute, and sound overly cute. I`m blessed to have an Ornada Queen hanging out in my camp now!
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Oscar Vazquez
 
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Post » Fri May 27, 2011 8:38 am

I've been installing mods to my new computer and have installed this plus a couple of add-ons.

I remember from the previous beta that there wasn't transport to Telvannis - has this been added now? If not, is there an add-on mod to add transport?

Yay Princess!

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)
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Cat Haines
 
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