Tamriel Rebuilt: The Official Thread 2

Post » Tue Sep 22, 2015 5:42 pm

Thanks Reaper

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Jessica Thomson
 
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Post » Tue Sep 22, 2015 3:12 pm



Actually you're getting that as you're not using the current version of mlox.

The version included with MGSO is a couple of versions behind (on the program itself) and several years behind on the rule-set.

Grab the latest version, 0.61 with automated updating of the rule-set, from http://www.nexusmods.com/morrowind/mods/43001
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Catherine N
 
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Post » Tue Sep 22, 2015 11:02 am

Thanks Dragon. I hesitate to grab the new version because after I downloaded it before I couldn't get Mash to work on any of my saved folders or directories. I'm not sure if you were there in the MCA post. I'm really not looking forward to going through that again. No one could determine why that happened and why even Melchior's version would not work. It's one of those, leaving well enough alone situations. But thank you for letting me know that. At least I know TR is working correctly and I'm going crazy wanting to experience that!

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Angela Woods
 
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Post » Tue Sep 22, 2015 4:38 am

How long will it to for almalexia to get done? Just curious been keeping my eye on it, the video on youtube said 2014 release but i understand it's alot of work and effort to be put into a big project like tamriel rebuilt.

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katie TWAVA
 
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Post » Tue Sep 22, 2015 4:07 am

Ahh blast it I copy pasted the wrong link. https://www.youtube.com/watch?v=lS0mKCLjuKg&index=144&list=PLD7F1DA982B3ECF4E is the one I meant. Sorry Nemon >.>

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Juan Cerda
 
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Post » Tue Sep 22, 2015 2:30 pm

Any info on the next update? Been off from playing TR so I just don't want to miss something.

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lydia nekongo
 
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Post » Tue Sep 22, 2015 10:46 am

Hello everyone. It's been awhile!

We wanted to let you guys know we're still chugging along. We're now on the tail end of our major restructuring, and there's been lots going on behind-the-scenes in terms of planning and writing our major factions, and their associated storylines over the past year. It will be worth it. Once implemented, they will be a substantial improvement over the content we have now. Not only that, but you will see way more in terms of actual questlines which have always been our weak point. Sadly, due to the rather intense nature of story planning and conceptualization (alongside our reorganization), we've had to take a hiatus in actual implementation (mostly), which means you will probably not be seeing a new release anytime soon. We really do mean it when we say we've done tons elsewhere though. Putting the horse before the cart will make things much easier for us in the long run, even if it means short-term setbacks.

If you can't wait to see what's up, feel free to drop by our http://tamriel-rebuilt.org/forum. :smile: We also post way more frequently on our http://tamriel-rebuilt.tumblr.com (since the microblogging format makes it easier for us to dish out small updates, screenshots, and answers to people's questions).

Otherwise, We will be making a more substantial news post in the coming weeks, which will address our progress made since our 14.08 release in greater detail, in regards to all aspects of our creative development. This will include the scope of first changes to Vvardenfell you should be expecting to see in the next release (beyond the already announced changes to Almalexia/Mournhold addressed in our Statement of Vision last year). As we hunker down and start to plan on how to implement these major changes, we also hope to be making a big announcement soon regarding our future with regards to OpenMW as it steadily approaches its' 1.0 release, so stay tuned for that.

As always, thanks for your continued patience, and if you have any questions, do not hesitate to touch base! We're always looking for new developers and people who just want to contribute ideas! One of our goals this past year was to make the development process more open and transparent and lifting that age-old veil of secrecy, which has required a massive restructuring in project organization. While that hasn't been an easy task, we're pleased to say we're mostly done with that now. All our development threads are now publicly accessible, and we encourage you all to participate, even if you don't know how to work with the Construction Set. We also hold dev meetings on Skype every other Saturday at 6PM GMT/1PM EST, and you're all welcome to join if you so wish (message us for details). There's plenty of other things we could use help in, and every little bit counts!

Don't be intimidated, and don't be a stranger. :smile:

-The Tamriel Rebuilt Team

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Fiori Pra
 
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Post » Tue Sep 22, 2015 10:38 am

Hey there,

long-time lurker of the TR project. My wife & I have been enjoying the hell out of the release we downloaded maybe a year ago (probably Sacred East? It has Necrom, but not the western half of the mainland).

Stupid question: To get the newest version, it says we need to "remove" the previous TR stuff. Is that as simple as deleting the relevant files that are probably kicking around in the Data folder? If so, will that mess with current savegames?

Thanks, and looking forward to exploring even more of TR!

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CHANONE
 
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Post » Tue Sep 22, 2015 4:58 am

Overwiting older resources should be enough

Upgrading a .esm containing lots of object references will likely cause problems if you don't use mash updaters procedure on previous savegames and in other mods having the upgraded .esm as master.
http://www.gamesas.com/topic/1504390-tamriel-rebuilt-the-official-thread/?p=23805323

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maya papps
 
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Post » Tue Sep 22, 2015 4:40 pm

Have just arrived to Alt Bosara and enter the tower of Tel Vaerin when I notice http://www.theassimilationlab.com/forums/gallery/image/6836-morrowind-2015-09-09-004300821/ issue. I'm quite sure that the interior was intact in TR-Sacred East 1.5.

Another note regarding http://www.theassimilationlab.com/forums/gallery/image/6835-morrowind-2015-09-09-001004823/ NPC, does this dunmer male speak the ancient langague as that NPC (has a white tunika I think and blue pants) in Port Telvannis does.

I tried to add a piece of paper via the console, but no journal update. I wonder if I need to have a certain book/paper of a translation in my inventory in order to continue the quest.

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Michelle Serenity Boss
 
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Post » Tue Sep 22, 2015 6:55 pm

Is this NPC standing near the road east of Tel Mothrivra ? if so, I think I also ran into him.

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Dezzeh
 
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Post » Tue Sep 22, 2015 10:05 am

Yes that's the NPC I talked to.

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Joey Bel
 
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Post » Tue Sep 22, 2015 6:12 pm

I'm quite sure that it stil is (and you may check easily just opening the cell in CS).
Problem is probably an example of what I just posted, a previos savegame or mod having TR_Mainland as master not upgraded using Mash updaters.
This savegame/mod is now moving/deleting a reference to TR_Mainland.esm which is not the one it was meant to. e.g. mod moved/deleted originally a reference to e.g. a bottle in previous TR_Mainland.esm and that reference in current TR_Mainland.esm now points to some interior tileset instead
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Tarka
 
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Post » Tue Sep 22, 2015 3:09 am

Fortunately, that doesn't applies for me and my loadorder are based on a fresh install.

Spoiler
_001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Morrowind Patch v1.6.4.esm
_005_ Book Rotate.esm
_006_ Better Heads.esm
_007_ Better Heads Tribunal addon.esm
_008_ Better Heads Bloodmoon addon.esm
_009_ TR_Data.esm
_010_ TR_Mainland.esm
_011_ Wyrmhaven.esm
_012_ Class Abilities 3.1.esp
_013_ Better Bodies.esp
_014_ 20books.esp
_015_ Secret_Master's_Alchemy_Equipment_v1.0.esp
_016_ Dragonbone_Pauldrons.esp
_017_ Lost pieces of unknown armor - Class 04.esp
_018_ Amulet of Icarian flight.esp
_019_ Clean The Apartment.esp
_020_ Balmora Wall House.ESP
_021_ ChaniBalmoraVendor.esp
_022_ Balmora Lockpick and Probe Merchant.esp
_023_ Balmora Soul Gem Merchant.esp
_024_ Bloodmoon Vendor.esp
_025_ hidaway001.esp
_026_ Ghostgate_Sactuary.esp
_027_ LOCH_Strider_Hovel.esp
_028_ Better Balmora river.esp
_029_ Arthmoors_Merchants.esp
_030_ Ashlander_Transports.esp
_031_ The Sable Dragon 1.7.esp
_032_ telbranoramanor.esp
_033_ ImprovedAdamantiumArmor.esp
_034_ CleanAreaEffectArrows.esp
_035_ CleanBitterCoastSounds.esp
_036_ CleanEntertainers.esp
_037_ CleanHelmOfTohan.esp
_038_ CleanMasterIndex.esp
_039_ Master Index Upgrade.esp
_040_ Adamantium Roundshield.esp
_041_ Better Clothes_v1.1_nac.esp
_042_ BetterClothes_Patch.esp
_043_ More Better Clothes.esp
_044_ More Exquisite Clothes.esp
_045_ vince_robe_drakescale.esp
_046_ vince_robe_haazheel.esp
_047_ Sleepers Robe.esp
_048_ Necklace_Pack.esp
_049_ Unique Jewelry and Accessories.esp
_050_ Book Rotate - Morrowind v1.1.esp
_051_ Book Rotate - Tribunal v5.3.esp
_052_ Book Rotate - Bloodmoon v5.3.esp
_053_ Book Jackets - Morrowind - BookRotate.esp
_054_ Book Jackets - Tribunal - BookRotate.esp
_055_ Book Jackets - Bloodmoon - BookRotate.esp
_056_ TravelingMerchants_v2.2.esp
_057_ Thirsk Expanded.esp
_058_ Westly_Presents_Unique_Winged_Twilights.esp
_059_ Passive Wildlife Vvardenfell.esp
_060_ Westly's Master Headpack X.esp
_061_ Sris_Alchemy_BM.esp
_062_ Sri Alchemy BM List Patch.esp
_063_ Books of Vvardenfell.esp
_064_ BB_Grimoires.esp
_065_ COI.ESP
_066_ Atmospheric Plazas.ESP
_067_ Lakeside House.esp
_068_ Imperial Presence.esp
_069_ Pool of Forgetfulness.ESP
_070_ DM_DB Armor Replacer-ExpDDBA.esp
_071_ Glass Gauntlets 10.esp
_072_ Stalhrim Stuff.esp
_073_ wl_dockclutter.esp
_074_ ASH 2.0.esp
_075_ abotWhereAreAllBirdsGoing.esp
_076_ abotSkarPlatforms.esp
_077_ abotLava&Steam.esp
_078_ abotShrines0GoldFix.esp
_079_ abotThunders&Lightnings.esp
_080_ abotGondoliers.esp
_081_ abotBoatsTR.esp
_082_ abotRiverStridersTR.esp
_083_ abotSiltStridersTR.esp
_084_ abotTRWaterSound.esp
_085_ Shashmanu Camp Expanded.ESP
_086_ Seyda Neen Transport.esp
_087_ Clean Aln'Baldrahn.esp
_088_ The regulars - Sitting NPC's v2.02.esp
_089_ LotsOfRings.esp
_090_ LotsOfRingsPlus.esp
_091_ THTWG - Framerate Version.esp
_092_ TyrMagickaRegen.ESP
_093_ md_magebane_replacer.esp
_094_ UFR_v3dot2.esp
_095_ New Randagulf's Fists.ESP
_096_ New Lord's Mail.ESP
_097_ New Umbra.ESP
_098_ XE Sky Variations.esp
_099_ New Suran.esp
_100_ Redaynia Village.esp
_101_ Village of Mora Uvirith v1.2.esp
_102_ Uvirith's Legacy_3.32.esp
_103_ UL_BookJackets_Add-on.esp
_104_ UL_Chess_Add-on.esp
_105_ UL_3.3_MWSE_Add-on.esp
_106_ UL_MWSE_Companions_v2.esp
_107_ UL_3.3_TR_14.08_Add-on.esp
_108_ Nerevarine Urshilaku Tent.ESP
_109_ Salit Camp_Yakaridan Camp - Fixed Door Marker.esp
_110_ Hlormaren - Fixed Dome building.esp
_111_ Dock Walkway_No Building.esp
_112_ Mashed Lists.esp

The only mod I know of that could alter Alt Bosara is one of your mods abot.

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Jerry Jr. Ortiz
 
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Post » Tue Sep 22, 2015 3:25 pm

Well I went back to him with a piece of paper, an inkwell and a quill pen, and it does nothing. Maybe that quest is not finished, or yo have to get a blank scroll instead of a piece of paper.

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cheryl wright
 
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Post » Tue Sep 22, 2015 5:37 pm

Hmm... I think that NPC is somehow related to the NPC in Port Telvannis. Perhaps the quest in Port Telvannis needs to be finished first, because something tells me that NPC in the middle of nowhere required something that PC will obtain from the NPC in Port Telvannis.

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Dean Ashcroft
 
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Post » Tue Sep 22, 2015 9:57 am

if you are sure you started your game after adding last TR version, problem is probably with some mod and not the savegame.
It could be also abotTRWaterSound.esp, it is a replacer of TR water statics wirh scripted activators.
Try this with both abotTRWaterSound.esp and abotBoatsTR.esp (or any other mod you think may change the area):
- right click in Mash, file, duplicate
- right click the duplicated mod, repair refs
if no references are deleted, problem is probably elsewhere
if some references are deleted, probably you would better apply the repair refs also to the original mod, some of the mod changes will be lost but at least you would not have them apply to the wrong references (e.g. deleting the wrong things)
[EDIT]regarding the NPC, I think it has no topics so yeah, no bug, just a quest to finish implementing or scrap
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Steven Nicholson
 
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Post » Tue Sep 22, 2015 7:21 pm

I know exactly which NPC you're referring to, thanks for the tip. Time to head to PT !

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Sami Blackburn
 
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Post » Tue Sep 22, 2015 5:35 am

So the city not in the alpha at all.

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RUby DIaz
 
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Post » Tue Sep 22, 2015 10:38 am

Yes, I am sure I started my game after I installed TR 14.08.

I did what suggested but no dice no refs were deleted. I even try to do the same for the TR esm, which had the same no refs were deleted.

That NPC near where the road goes to the east to Tel Mothrivra is the NPC that Kalon mention has a topic, so I guess that NPC is part of a quest or is even a quest giver.

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Nicole Coucopoulos
 
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Post » Tue Sep 22, 2015 5:28 am

To be absolutely sure it is not a TR_Mainland bug but a mod conflict, you could start a new game with temporarily just TR_Mainlamd.esm loaded and see if cell is OK.
As the repair refs method did not work, to find the conflicting mod in your original mod list, you could try removing from your loading list mods having TR_Mainland.esm as master one at a time, and see if you can find the one conflicting. No other ideas.
I mean, I did not see dialog topics/greetings in the CS where TR_m2_Adrosu Balmayn takes any item from player (e.g. a piece of paper to write as he can't speak intelligibly) so I think that kind of quest is not implemented
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Juan Cerda
 
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Post » Tue Sep 22, 2015 12:41 pm

There seems to be many quests in TR where it would make sense for the NPC to take the item, thus removing it from the PC inventory, but they don't and yet the quest unfolds successsfully; just having the item in your inventory works. There should be however a dialog condition in the CS for the concerned NPC, mentionning an item.

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Quick Draw
 
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Post » Tue Sep 22, 2015 7:21 am

Agreed, you may implement something like "let me write it in your map/piece of paper" so the item does not need to be removed from player. Without the dialog filter checking for player having the quest item though (or something else related, a variable, a journal entry...), it means the quest part managing NPC getting/using that player item is probably not yet implemented.
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Donald Richards
 
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Post » Tue Sep 22, 2015 6:02 am

Let say I start a new game with only TR 14.08 loaded. Can I use the coc "Alt Bosara" command in the console?

Scratch that... I could use it.

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Juliet
 
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Post » Tue Sep 22, 2015 12:07 pm

After some testing I think know what mod is causing this issue and I am sure that Stuporstar aren't going to be happy about it, perhaps grateful for finding the source of this issue, when the mod that conflicts with TR 14.08 is UL 3.32-TR 14.08 addon.

http://www.theassimilationlab.com/forums/gallery/image/6837-morrowind-2015-09-10-164436966/

http://www.theassimilationlab.com/forums/gallery/image/6838-morrowind-2015-09-10-165101485/

http://www.theassimilationlab.com/forums/gallery/image/6839-morrowind-2015-09-10-165804327/

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joannARRGH
 
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