[WIP] Tamriel Rebuilt - Sacred East #4

Post » Thu May 03, 2012 9:40 am

Tamriel Rebuilt

-- Morrowind --


http://www.gamesas.com/index.php?/topic/1178350-wip-tamriel-rebuilt-sacred-east/
http://www.gamesas.com/index.php?/topic/1201579-wip-tamriel-rebuilt-sacred-east-2/
http://www.gamesas.com/index.php?/topic/1178350-wip-tamriel-rebuilt-sacred-east/

Tamriel Rebuilt aims to recreate "Mainland Morrowind" as Bethesda would have, had they included it in the third Elder Scrolls game. TR uses a combination of imagination and lore to bring you new areas to explore, new secrets to discover, and allowing a host of new adventures to unfold. Download our latest release, Antediluvian Secrets, at the bottom of this post.

http://www.tamriel-rebuilt.org/
We are currently very close to finishing Sacred East, and are wrapping up the last two claims now! Once this is finished, we'll test it ourselves for a short period, and then... well, you know the rest of the story :wink: Sacred East will feature some of the most lush terrain seen anywhere on Morrowind yet! With dense jungles, sparkling rivers, and impressive plantations, Sacred East will be an adventure into the frontier of a previously-unexplored frontier: the lands of Great House Indoril. The Indoril may be known as the pious and religious among all the Great Houses, but they are not immune to terror, and it will be up to you to unravel the mysteries plaguing Almalexia's favored, as they call themselves. Prepare yourself for amazement, intrigue, and more than a little cross-country backpacking!

http://img402.imageshack.us/g/mgescreenshot66.jpg/
Tamriel Rebuilt needs questers! Not just people to design quests, but the people who actually create them in the CS and often create scripts to go alongside them. We are anxious to bring you the latest release, but are a bit short on this type of modder. The ability to work in a team, and forgo any dreams of grand "Wrath of the Lich King"-type quest ideas and implementations are necessary for such work, along with a sense for the type of lore-based dialogue that we write. If anyone here wants to help TR bring Sacred East to the public sooner, please visit our board's Showcase forum and post a thread showing a bit of what you know about questing and a line about this "help wanted" blurb. Don't forget to register at the forum before you try, if you haven't already!


- Tamriel Rebuilt Team

Download Antediluvian Secrets here. It includes an updated version of Telvannis:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7040
http://www.moddb.com/mods/tamriel-rebuilt1/downloads/tamriel-rebuilt-map-2-antediluvian-secrets
http://www.tesnexus.com/downloads/file.php?id=21154
http://img103.imageshack.us/img103/8800/aslogoyp6.jpg by Lady Nerevar

Surprise...

The team at Tamriel Rebuilt would like to present the Morrowind community with a present! :tongue: We realize that while we have been hard at work on Sacred East, you all have been biting your nails to an unhealthy extent while you wait. Therefore, TR would like to give you all an exclusive sneak peak.

The file below contains an up-to-date exteriors-only version of Map 4, which includes much of our best work in the history of our project. It also contains an up-to-date TR_Data.esm and TR_Data.bsa.

READ THE FOLLOWING BOLD PARAGRAPHS:
This uses a new TR_Data.bsa and TR_Data.esm. The versions of these TR_Datas is almost guaranteed to cause problems if you play it with Telvannis or Antediluvian Secrets enabled. So PLEASE backup/move your official release versions of TR_Data.bsa AND TR_Data.esm before you use the versions in this file.


Please note: this is an alpha file. This is not an official release. We strongly recommend starting a new saved game for this... otherwise, you play at your own peril. We expect players to play through the map and delete it once they are finished. We will not be offering any official support for this file.

We wanted to present this file to you raw; it has had some bug-fixing done, but is far from the finished quality we would normally release. As such, you'll find that each cell is still named by it's claim number.

This map has been in the works for a long time, so we're very excited to show you not only a glimpse at what TR looks like *before* it is release-worthy, but also a glimpse at some of the most creative work our modders have produced to date.

http://dl.dropbox.com/u/15602672/TR/TRMap4Alpha.7z
http://dl.dropbox.com/u/52264750/TR/TRMap4Alpha.7z

Below is a short list of some of the places you can visit on this map:

Verarchen
An old Redoran settlement, Verarchen is built upon the plateaus at the feet of the grand Velothi Mountains.

Andothren
Known by outlanders as "Stonefalls", Andothren is a wondrous sight to behold. Ideally situated for trade, this city can afford to be a little grandiose.

Bodrem
A quaint mining settlement nestled in a canyon in the Roth Roryn region, Bodrem makes good use of some unique and interesting architectural choices, forced upon its builders by the unyielding terrain.

Kartur
The city of Kartur is somewhat of a major one for Great House Redoran. It also marks the first time players will see a trademark use of Redoran architecture; these homes are built not only upon structured supports and on the ground, but also into cliff faces, to maximize their liveable space.

Kragenmoor
The gateway to the Imperial West, literally, Kragenmoor is the end of the line for anyone in the region traveling to Cyrodiil. The town makes its living off of trade, as well as nearby mining and fishing operations.

Ald Erfoud
This outpost stands alone in the middle of the maze-like Armun Ashlands. Travelers trekking through this region make a habit of planning their route by Ald Erfoud, otherwise they likely wouldn't survive the trip.

Teyn
The Mainland version of Seyda Neen, if you will; this small Imperial hamlet will house a Census & Excise office, and is the last stop for many who want to visit the island of Vvardenfell... it's a short boat ride from Teyn to Seyda Neen.
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Peter P Canning
 
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Post » Thu May 03, 2012 8:25 am

I was waiting on another thread! Thanks, Thrig, for posting another.
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Daddy Cool!
 
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Post » Wed May 02, 2012 8:27 pm

About that bonewalker thing, are all Bonewalkers made in Necrom and then transported back to their individual ancestral tombs? Or is it just that bonewalker assembly facilities are "missing" in the original game, although it would make sense to have them there (or maybe are just made at home or in tombs.)
Is there lore available about this, havent found anything on uesp.
Thanks,
moshingpanda
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Captian Caveman
 
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Post » Thu May 03, 2012 10:51 am

Kragenmoor was a location in the 1981 movie "Dragonslayer," which also gave us a very dark, scary dragon visage - dragons whose front legs are wings, unlike the "Dungeons and Dragons " Dragons that had four limbs with wings on their backs. The way Skyrim dragons appear and move is almost exactly as they were depicted in Dragonslayer. Someone at Bethesda must be a Dragonslayer fan.
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Alyce Argabright
 
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Post » Thu May 03, 2012 12:10 am

A bit off topic but I like dragons with four legs and wings on their backs better.
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City Swagga
 
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Post » Thu May 03, 2012 6:21 am

Dragons that have wings as their front legs are in fact called Wyverns.
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Austin England
 
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Post » Thu May 03, 2012 5:33 am

back on topic. Glad to see y'all have the last two quest claims almost wrapped up. Looking forward to seeing a release thread soon!
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Victor Oropeza
 
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Post » Thu May 03, 2012 3:54 am

Is Almalexia also going to be in lush jungle?
I remember it beeing warm (the Nord taking off his clothes :P)
Im really looking forward to this release!
Should be a vey unique experience from everything else in Morrowind.
Also love the Necrom tileset!
-moshingpanda
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Kristina Campbell
 
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Post » Thu May 03, 2012 3:05 am

I wish we were getting Almalexia in this release. Quality before quantity though. I bet Necrom's gonna kill my eyes. I'm waiting on those friggin catacombs. :twirl:
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Tyler F
 
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Post » Thu May 03, 2012 1:59 am

Ooh, nice. :)

How far are quests? :)
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Tiffany Carter
 
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Post » Wed May 02, 2012 9:50 pm

Looks really good, we are lucky that gamesas included the base of Morrowind in Skyrim, this must of been the reason for doing so. However as impressive as it looks, we still have interior cells, NPCS and and AI scripts to contend with, lets hope the developers who are creating this impressive mod do a good job with that to : )
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brenden casey
 
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Post » Thu May 03, 2012 11:17 am

Looks really good, we are lucky that gamesas included the base of Morrowind in Skyrim, this must of been the reason for doing so. However as impressive as it looks, we still have interior cells, NPCS and and AI scripts to contend with, lets hope the developers who are creating this impressive mod do a good job with that to : )

Just to be clear, you know this is a mod for TES3 Morrowind right? And that we have no intent to work with skyrim?
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victoria gillis
 
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Post » Thu May 03, 2012 8:40 am

Just to be clear, you know this is a mod for TES3 Morrowind right? And that we have no intent to work with skyrim?

Ahhh! My mistake, I just jumped straight to the youtube video, looked a bit to impressive to be morrowind !
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Crystal Clear
 
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Post » Thu May 03, 2012 8:21 am

looked a bit to impressive to be morrowind !

^_^ Morrowind is as impressive as you make it. :) The fact that you mistook it for Skyrim is a great compliment for all the hard work the modding community has done, and to Bethesda for making Morrowind in such a way that it could be changed and expanded so drastically. Hi-Five to the TR team for not dropping the project and moving to the next TES each time a new TES release comes out. You guys are devoted!! <3
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Stephanie Nieves
 
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Post » Thu May 03, 2012 2:07 am

Ahhh! My mistake, I just jumped straight to the youtube video, looked a bit to impressive to be morrowind !
In a few years it could be that it will look a bit too impressive to be TES6! :)
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Elina
 
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Post » Wed May 02, 2012 11:57 pm

The Tamriel Rebuilt Website doesn't work for some reason, and i still have no clue on what exactly it is :|
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leigh stewart
 
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Post » Wed May 02, 2012 8:31 pm

The Tamriel Rebuilt Website doesn't work for some reason, and i still have no clue on what exactly it is :|

It's quite well explained in the first post. This is a massive mod adding huge new areas that represent the mainland portion of the province of Morrowind in the same 'world space' as the original game. This allows you to travel from Vvardenfell to famous locations such as Firewatch that were not originally present in the game.
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CHANONE
 
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Post » Thu May 03, 2012 1:29 am

I found this map (http://img705.imageshack.us/img705/5329/snames2.jpg) in the TR interview by Knots,
And I have a few questions, if you dont mind:
1) What kind of a city is Silnim, is it Dres? And what features/setting could one expect?
2) Kragenmoor sound pretty... well Scottish to me. I was surprised it is a Redoran City. All the other cities have been "translated", this city has not been yet or is it actually a Dunmer name. If not, is there a reason you did not translate it yet?
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J.P loves
 
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Post » Wed May 02, 2012 10:24 pm

Silnim is indeed Dres. Though the city is a long way away from being made, long ago I planned the city to be stratified, segregated, and lively.
As for Kragenmoor, we were going to change the name to Kragenmar at one point, but somewhere along the line we all went back to Kragenmoor. I think because it was explicitly stated in OB dialog.
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Esther Fernandez
 
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Post » Thu May 03, 2012 12:33 am

I seem to remember seeing in one of these threads (might have even been an older Antediluvian Secrets RELZ thread) something about a rework being done on Port Telvannis... the docks specifically, iirc. Is that still the case? Of course, I can't find any reference to it and am starting to think I just made it up; if that was never even in the works, feel free to ignore my ramblings :whistling: Otherwise, I was just wondering how progress on that update is going, or if it's just being held until it can be bundled with a Sacred East release.
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Gracie Dugdale
 
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Post » Wed May 02, 2012 9:54 pm

There was at one point some talk about improving and redoing the Port Telvannis docks. I can't remember if that was completed or dropped. Regardless, because of our new release format, any changes to earlier areas wait for the next release. (barring unforseen circumstances)

Progress is moving ever onward. NPCs and misc dialog are done for necrom now, leaving just the wilderness and flavor dialog. Misc quest design for the city is not too far off. The other remaining claim has been recently reclaimed by Yeti, though he hasn't had it long enough to post any updates.
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Marcin Tomkow
 
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Post » Thu May 03, 2012 5:09 am

I like Kragenmar better, indeed.
Of course it was mentioned as Kragenmoor in Oblivion its Kragenmar's Imperial name!
;)
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Robyn Lena
 
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Post » Thu May 03, 2012 8:05 am

I like Kragenmar better, indeed.
Of course it was mentioned as Kragenmoor in Oblivion its Kragenmar's Imperial name!
:wink:

The dude calling it that was a Dunmer.

Far more pertinently, it is mentioned in in-game dialogue in Morrowind itself, in Tribunal by the family who are the gardener/sweeper of the Temple, as well as in-game books. If you get over the idea that 'moor' can be read as an English word, it sounds no less odd than Khuul or any other such name.
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Jeffrey Lawson
 
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Post » Thu May 03, 2012 12:58 am

2) Kragenmoor sound pretty... well Scottish to me. I was surprised it is a Redoran City.

Hmm? As far as I know, Kragenmoor is Hlaalu.
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Krystina Proietti
 
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Post » Thu May 03, 2012 1:51 am

Okay, so I've been wondering about this. Sacred East isn't its own map, is it? I've noticed that Necrom itself is in Map 2.

Also, Kragenmoor is Hlaalu.
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Roberto Gaeta
 
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