[WIP] Tamriel Rebuilt - Sacred East #4

Post » Thu May 03, 2012 11:32 am

I think they are more dialogue-based than traditional quests, but my memory is hazy on Antediluvian Secrets stuff; we've been focused on Sacred East for so long...
At least we are getting quests for that quest-barren land. :biggrin:
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Dj Matty P
 
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Post » Wed May 02, 2012 8:18 pm

When Sacred East comes out, will we have to do clean saves in order to install it? Will we lose the progress made with current released files?
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Solina971
 
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Post » Wed May 02, 2012 10:06 pm

Would it be possible to merge in that incompatible alpha release of yet another section of the mainland? Even if it's obviously unfinished and not ready for "prime time", just having the bare landmass there would be preferable to a blank stretch of ocean.
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Roisan Sweeney
 
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Post » Thu May 03, 2012 9:40 am

@Kovacius: you could just run both TR_Mainland and the alpha release together. Nothing stopping you. And mind you, that file doesn't include parts of the coast, such as Old Ebonheart.
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Chantelle Walker
 
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Post » Wed May 02, 2012 8:46 pm

I don't think we've removed any quests that were still in when Antediluvian Secrets was released. I don't think there will be any overly large faction quests for Antediluvian Secrets, but Fighters Guild quests and Imperial Cult quests will be included, at least. and quite possibly Thieves Guild quests (along with miscellaneous quests in settlements).
What was done with the Telvanni quest line that was going there? As you said it won't be going all the way through to the point where you could become the faction leader., but is there or will there be some kind of conclusion to the series of Telvanni quests that's currently in?
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Ladymorphine
 
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Post » Thu May 03, 2012 5:27 am

What was done with the Telvanni quest line that was going there? As you said it won't be going all the way through to the point where you could become the faction leader., but is there or will there be some kind of conclusion to the series of Telvanni quests that's currently in?

Definitely. We wanted to do some redesigning of the upper Telvanni quests, but that got put on hold when we were focusing on finishing the A.S. quests and getting Sacred East ready for release, while at the same time experiencing a drought of questers and scripters. The status is still in limbo, but we won't just leave Telvanni players high and dry for good.
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asako
 
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Post » Thu May 03, 2012 3:00 am

Definitely. We wanted to do some redesigning of the upper Telvanni quests, but that got put on hold when we were focusing on finishing the A.S. quests and getting Sacred East ready for release, while at the same time experiencing a drought of questers and scripters. The status is still in limbo, but we won't just leave Telvanni players high and dry for good.
Well currently we have LGNPC Tel Uvirith, Rise of House Telvanni, and (Building Up) Uvirith's Legacy as Telvanni related quest mods. I think us Telvanni players have enough to keep ourselves occupied with for a while. :tongue:
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Rachie Stout
 
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Post » Wed May 02, 2012 7:18 pm

I play them periodically. Redoran is my favorite so far. That's the area of TR I enjoy.
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Lauren Graves
 
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Post » Wed May 02, 2012 9:12 pm

I hope there will be something for us Temple-goers too! :)
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Yung Prince
 
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Post » Thu May 03, 2012 12:47 am

I hope there will be something for us Temple-goers too! :smile:

The Temple is a focal point of Sacred East :)
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Neil
 
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Post » Wed May 02, 2012 7:23 pm

The Temple is a focal point of Sacred East :smile:
Good. Because in Telvanni lands it's more like a fecal point!
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Code Affinity
 
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Post » Thu May 03, 2012 4:47 am

Good. Because in Telvanni lands it's more like a fecal point!
:rofl:
True. I was top of the line in the temple once. :tongue: Glad to see it's getting some love.
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Eduardo Rosas
 
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Post » Thu May 03, 2012 7:53 am

When Sacred East comes out, will we have to do clean saves in order to install it? Will we lose the progress made with current released files?

Just saw this. I don't know if it's necessary, but I would recommend it. Because of the way we've changed our mod's format, it will be less of a logistical nightmare/headache/PITA to start afresh than to deal with going from one or two old files to one new, different file, which has had major changes to it and to the TR_Data accompanying it.
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Christie Mitchell
 
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Post » Wed May 02, 2012 8:14 pm

Just saw this. I don't know if it's necessary, but I would recommend it. Because of the way we've changed our mod's format, it will be less of a logistical nightmare/headache/PITA to start afresh than to deal with going from one or two old files to one new, different file, which has had major changes to it and to the TR_Data accompanying it.
I always start fresh anyways. I don't mind restarting at all.
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Isabella X
 
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Post » Thu May 03, 2012 1:53 am

Maybe I should try for a play around the Sacred East area as well. I know for a fact that a lot of my work has been included in this release, like Hlersis, part of the Catacombs, some random Necrom buildings and probably the majority of the filler claims I did for map 2, that were not included in Antideluvian Secrets. Could be fun. I would probably not recognize my own work though... Oh well.
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Loane
 
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Post » Thu May 03, 2012 6:26 am

I kind of hoped that I'll be able to continue from where I am, but it's ok.
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ImmaTakeYour
 
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Post » Thu May 03, 2012 7:41 am

Well what Haplo said is the recommended thing to do. I myself just switched the active files from Map 1 and 2 to TR_Mainland, and cleaned my save. It worked fine for me but I don't know if it'll be for everyone.
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keri seymour
 
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Post » Thu May 03, 2012 10:28 am

I (still) think the migration to TR_Mainland.esm vs. TR_Map1.esm + TR_Map2.esm could be less risky for on-going games of people using mods with global scripts referencing persistent objects (e.g. Rise of House Telvanni.esm, many companion mods) using a dummy, empty new TR_map1.esm with same timestamp as old TR_map1.esm (Mash has some handy empty .esp in Mopy\Extras\ folder, just rename one and copy it to .esm).
This way people could replace old TR_Map1.esm with new empty TR_Map1.esm and old TR_Map2.esm with new TR_Mainland.esm preserving load order/mod index for critical mods loaded after.
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Dean Ashcroft
 
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Post » Thu May 03, 2012 9:28 am

In relation to the former discussion of release bridging content, I can see how it would be nice, though it seems unlikely until later stages.

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TRIsha FEnnesse
 
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Post » Thu May 03, 2012 5:07 am

so given that map 3 will be out soon, any estimation as to when map 4 will be out? :D
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Eve Booker
 
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Post » Wed May 02, 2012 11:52 pm

When it is done. IMHO, I doubt anyone even has an estimate.
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Cat Haines
 
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Post » Wed May 02, 2012 10:59 pm

so given that map 3 will be out soon, any estimation as to when map 4 will be out? :biggrin:

Our releases are not referred to as "Map #". For a run-down of our release schedule, please see this news post from a while ago:
http://tamriel-rebuilt.org/forum/viewtopic.php?t=22200
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Brandi Norton
 
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Post » Thu May 03, 2012 5:10 am

Here is the map with the Map borders and order of release:
http://img705.imageshack.us/img705/5329/snames2.jpg
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Rob
 
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Post » Thu May 03, 2012 11:28 am

Why does it say Tyr Dres? Surely it's called Tear?
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Motionsharp
 
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Post » Thu May 03, 2012 4:22 am

Tear is the Imperialised name. We tend to give famous locations more Dunmeri-sounding names. Representatives of the Empire in the mod will likely still refer to locations by their Imperialised names.
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Tikarma Vodicka-McPherson
 
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