[Relz] Tamriel Rebuilt - Sacred East 1.0 #2

Post » Thu Jun 14, 2012 4:54 am

Tamriel Rebuilt


-- Sacred East --


http://i.imgur.com/EjLJl.jpg

http://tamriel-rebuilt.org/


http://www.gamesas.com/topic/1379566-relz-tamriel-rebuilt-sacred-east-10/


Sacred East is now available for your enjoyment! Sacred East features some of the most lush terrain seen anywhere on Morrowind to date. With dense jungles, sparkling rivers, and impressive plantations, Sacred East is an adventure into the frontier of a previously-unexplored region: 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!

We have reworked the way we bring our releases to the community. You must delete all previous TR .ESM and .BSA files and replace them with the new versions: TR_Mainland, TR_Data.ESM, and TR_Data.BSA. This way you will not have to keep adding files for each release (up to 9 or 10 files for a single mod!), and instead simply replace the old file with the new one of the exact same name. Also, be sure to clean any pre-existing saves before playing! Old mods that modified TR may need to be updated if they haven't already, otherwise they may cause CTDs.

Sacred East includes an updated version of Telvannis & Antediluvian Secrets, as well as TR_Data (the data files required to play our content!). This release contains faction quests for Antediluvian Secrets, and miscellaneous quests for most settlement areas in Sacred East. Detailed lists and guides for quests may follow this release. Download locations below:


---
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=9524
http://www.moddb.com/mods/tamriel-rebuilt1/downloads/sacred-east
http://morrowind.nexusmods.com/mods/42145/

http://www.mediafire.com/?147t7rk57jdntnq

---


Below is a short list of some of the places you can visit in Sacred East:

Akamora http://i.imgur.com/Ghzrq.jpg http://i.imgur.com/9qAPu.jpg
A true gem of ingenuity in architectural achievement, there is perhaps no town of Indoril heritage quite as unique as Akamora. This mining settlement makes creative use of the limited real estate, although anyone with a fear of heights may think twice about spending time here.

Ayemar http://i.imgur.com/RH6VH.jpg
A gleaming Indoril fortress, Ayemar sits at an integral point along the roads north and south. The views from this fortress proved key in the defense of wars long since past.

Bisandryon http://i.imgur.com/1R5PG.jpg
An old stronghold, Bisandryon is one of the largest of its kind in all of Morrowind. Many uses have been proposed; shelters, Temple installments, even permanent settlements, but it still remains as a holdover of the war; guards patrol less than enthusiastically, hoping for action once more. An enterprising thief may find a wealth of treasure within... if they can make their way back out alive.

Darnim http://i.imgur.com/jmE1W.jpg
A small settlement, Darnim calls home the Inlet Bog, a somewhat depressed area not unlike to the Bitter Coast of Vvardenfell. These areas are wild and filled with animals.

Dreynim and Dreynim Spa http://i.imgur.com/qQvct.jpg
The hard-working citizens of Dreynim are polite, yet not overly welcoming; they do have work to do, after all! Some of the best flat-water and river-going vessels ever to sail through Morrowind called Dreynim home, but it is a far cry from its once glorious past. Even so, you might be lucky enough to see boats being constructed on the banks. Cross the river and travel north just a hair and you'll find yourself in the area of the famous Dreynim Spa. Perfect for relaxing after (or during!) an arduous journey, Dreynim's hot springs will provide the comfort of luxury to those who so desire it.

Dun Akafell http://i.imgur.com/lzM5P.jpg
Many tales have been told of the dark, dangerous, and forbidden ruins at Dun Akafell. Shrouded in mystery, and likely more than a few traps, these ruins provide a challenge for only the bravest of souls.

Meralag http://i.imgur.com/ruHaw.jpg
Nestled in the foothills of Sacred East, and on the banks of a river, Meralag sees traders and farmers pass through its walls on a frequent basis. You'll be hard-pressed to find a more convenient stop amid your travels.

Necrom http://i.imgur.com/ONaym.jpg
The jewel of the region, the holiest of holies, the city of Necrom is famous for its white walls and somber atmosphere, which can send chills down your spine even on the sunniest of days. This city brooks no trouble from visitors, who will find themselves face-to-face with the elite guard, Ordinators in Mourning, should they put a single toe out of line.

Nethril Plantation http://i.imgur.com/SZIh0.jpg
The large plantation of Nethril provides crops for much of the region, and its owning family holds great political power because of those crops. This site is one of the more innovative uses of the MH tileset

Sailen http://i.imgur.com/MDoPg.jpg
One of the main House Indoril settlements, Sailen sees a decent amount of trade and foot traffic, as one of the last stops on the road to Necrom from pilgrims traveling south.

Seitur http://i.imgur.com/VEnMO.jpg
On the eastern coast of the mainland, the little gathering of huts is a welcome reprieve from the forests further west. Seitur sees little trade, but is home to expert fishermen.


View the Mainland in a few videos on our http://www.youtube.com/user/TamrielRebuilt!



--- Current Events ---

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. In addition to questers, TR always needs interior modders and exterior modders. Even if you don't feel your skills are adequate, our Showcase process helps teach new modders the skills and habits they need to become adept at using the CS. Finally, though there isn't too terribly much of a lasting demand, there are a number of models we still currently need. Our most pressing needs at the moment are the mushroom trees of the Othreleth woods, and assorted flora and new ground textures for the Deshaan plains. Further information on these and other potential pieces can be found on our forums, and pieces of these larger sets work well as modeling showcases.

If anyone here wants to help TR bring its work to the public sooner, please visit our board's Showcase forum and post a thread showing a bit of what you know about modding and a line about this "help wanted" blurb. Don't forget to register at the forum before you try, if you haven't already!


Also, check out this cool mod by Knots, http://www.gamesas.com/topic/1343281-relz-tamriel-rebuilt-groundcover/



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.

- Tamriel Rebuilt Team

User avatar
Rozlyn Robinson
 
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Post » Thu Jun 14, 2012 12:57 am

From the last thread:
I'm having some issues installing Sacred East. Is there an installation guide? When I install Sacred East I get a lot of sound file errors and once I start playing the game it doesn't have any sound.
Make sure you have registered TR_Data.bsa in the Morrowind.ini file, and that you moved the ]Sound\TR\ folder to the \Data Files\Sound\ directory.
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Carlos Rojas
 
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Post » Wed Jun 13, 2012 9:41 pm

From the last thread:

Make sure you have registered TR_Data.bsa in the Morrowind.ini file, and that you moved the ]Sound\TR\ folder to the \Data Files\Sound\ directory.
Ok I will go try that. I have some old TR files should I remove them?
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Undisclosed Desires
 
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Post » Thu Jun 14, 2012 9:24 am

As I predicted. Yay.

Anyway, if you are reading this and have not visited Hlersis yet, what are you doing here? :P
Kidding aside, did we add any quests there? :P
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kiss my weasel
 
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Post » Wed Jun 13, 2012 8:02 pm

As I predicted. Yay.

Anyway, if you are reading this and have not visited Hlersis yet, what are you doing here? :tongue:
Kidding aside, did we add any quests there? :tongue:

Still unable to find it.
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*Chloe*
 
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Post » Thu Jun 14, 2012 5:36 am

This might be a good time for me to mention that the package isn't that friendly for installing; either by extracting or with Mash. I have no problem doing it manually, just pointing it out.

From what I've seen so far in-game, it's looking great. I think this is probably going to be better than anything I get for my birthday. ;) I don't think I've actually played TR since Ye Olde Map 1 release, so I've got plenty to keep me entertained for now.
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Stryke Force
 
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Post » Wed Jun 13, 2012 9:00 pm

Also, check out this cool mod by Knots, http://www.gamesas.com/forum/12-morrowind-mods/

This just links to the Morrowind mod forum.
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Alyna
 
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Post » Wed Jun 13, 2012 11:54 pm

It still says some sound files are missing and I don't see the landmass anywhere on my map.
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JUan Martinez
 
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Post » Thu Jun 14, 2012 8:23 am

Have you deleted Map 1 and Map 2 from Data Files? Are you using them at the same time as the Mainland.ESP file?
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M!KkI
 
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Post » Wed Jun 13, 2012 11:20 pm

Have you deleted Map 1 and Map 2 from Data Files? Are you using them at the same time as the Mainland.ESP file?
Yes. I have both Map1, Map2 and the Mainland files.
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Jack Walker
 
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Post » Thu Jun 14, 2012 4:56 am

Late to the fiesta, but again, congratulations to the TR team for reaching this milestone. Excellent dialog revamps/new quest implementation in Helnim also, by the way.
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hannah sillery
 
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Post » Thu Jun 14, 2012 1:36 am

Yes. I have both Map1, Map2 and the Mainland files.

You should completely remove the files pertaining to maps one and two and reinstall the mainland files, since the first two were merged in order to keep things cleaner. At least, I think that's the issue.
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Alexandra Louise Taylor
 
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Post » Thu Jun 14, 2012 10:15 am

I got rid of map 1 and map 2. Seems to be working fine now.
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Shelby Huffman
 
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Post » Thu Jun 14, 2012 2:01 am

This just links to the Morrowind mod forum.

Fixed.
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Robyn Lena
 
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Post » Thu Jun 14, 2012 3:46 am

I got rid of map 1 and map 2. Seems to be working fine now.
:biggrin: Told you so. :tongue:
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Wayne W
 
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Post » Thu Jun 14, 2012 1:27 am

I'm thinking about releasing a mod that changes vanilla-style heads and hair from TR to the present-day standards set by replacers.

Just a question: would it be okay for you TR guys if I make it a pluginless replacer?
To the best of my (very poor) knowledge of BSA files, that would mean unpacking TR BSA file, overwrite the original meshes, add the new textures, and repack it. Then, installing the replacer would just be a matter of overwriting the original TR BSA file. Right?

A little extra work on my part, but it would avoid the need to check an extra .esp in the load order...
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Beth Belcher
 
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Post » Thu Jun 14, 2012 5:12 am

You shouldn't need to repack them into a bsa. Just put them in Meshes/TR/B folder, and they should overwrite.
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Angel Torres
 
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Post » Thu Jun 14, 2012 4:17 am

You shouldn't need to repack them into a bsa. Just put them in Meshes/TR/B folder, and they should overwrite.
Nope. Already tested it, it doesn't seem to work this way. :shrug:
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Ron
 
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Post » Thu Jun 14, 2012 6:23 am

Nope. Already tested it, it doesn't seem to work this way. :shrug:
You could verify to have TryArchiveFirst=0
under [General] section of Morrowind.ini.
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KRistina Karlsson
 
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Post » Thu Jun 14, 2012 12:55 am

Nope. Already tested it, it doesn't seem to work this way. :shrug:
It should work, thats how its supposed to. Any files in the folders take precedent over those in the BSA files. Thats why texture replacers and such still work when you have the original MW BSA there.
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Wayne W
 
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Post » Thu Jun 14, 2012 7:02 am

In some ways an extra esp that just switched heads to their nearest vanilla neighbor, so that any pluginless replacer would work might be better.
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Victor Oropeza
 
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Joined: Sun Aug 12, 2007 4:23 pm

Post » Thu Jun 14, 2012 9:56 am

Wow, I missed the first thread! Shame on me!

And Vehk bless TR! It looks great guys. So glad you could finally release.
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mollypop
 
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Post » Thu Jun 14, 2012 9:17 am

abot? Any chance for a future update for the boats? Just a small update to allow a trip from Sadrith Mora or Tel Branora to Firewatch or Helnim again would really be welcome. I nearly cried when I had to uninstall the river striders. But, I figure that update would be a lot of work to re-open, so I understand.
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cheryl wright
 
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Post » Wed Jun 13, 2012 11:42 pm

I'm thinking about releasing a mod that changes vanilla-style heads and hair from TR to the present-day standards set by replacers. Just a question: would it be okay for you TR guys if I make it a pluginless replacer? To the best of my (very poor) knowledge of BSA files, that would mean unpacking TR BSA file, overwrite the original meshes, add the new textures, and repack it. Then, installing the replacer would just be a matter of overwriting the original TR BSA file. Right? A little extra work on my part, but it would avoid the need to check an extra .esp in the load order...

That is fine with us. We love to see mods of our mod :)
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Amanda Furtado
 
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Post » Thu Jun 14, 2012 11:13 am

I'm thinking about releasing a mod that changes vanilla-style heads and hair from TR to the present-day standards set by replacers.

Just a question: would it be okay for you TR guys if I make it a pluginless replacer?
To the best of my (very poor) knowledge of BSA files, that would mean unpacking TR BSA file, overwrite the original meshes, add the new textures, and repack it. Then, installing the replacer would just be a matter of overwriting the original TR BSA file. Right?

A little extra work on my part, but it would avoid the need to check an extra .esp in the load order...
In some ways an extra esp that just switched heads to their nearest vanilla neighbor, so that any pluginless replacer would work might be better.

I think this is a great idea, and I agree with tronvillain that a plugin that changes to vanilla may be the best way to go, since there are many different pluginless replacers, people may just want to go with consistancy. On the other hand, there are some unique NPCs like quest givers that you may want to give unique heads to, maybe with a second plugin?
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Lucy
 
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