Tamriel Rebuilt: The Official Thread 2

Post » Tue Sep 22, 2015 11:41 am

Tamriel Rebuilt

[last update: v14.08 - August 31st, 2014]

http://www.gamesas.com/topic/1504390-tamriel-rebuilt-the-official-thread/

An Introduction

Welcome to Tamriel Rebuilt's Official Thread on the Elder Scrolls Forums! We are a game project dedicated to realizing Bethesda Softworks' original vision of TES III, had it shipped with the entire province rather than just Vvardenfell. The end goal of Tamriel Rebuilt is to become a total conversion of TES III, which takes place across the entire province of Morrowind, giving players access to the Mainland and associated intrigues for the very first time, while keeping true to the original spirit of TES III.

This is the place for all TR-related discussion including http://www.gamesas.com/topic/1502347-news-tamriel-rebuilt-a-statement-of-vision/. From reporting bugs to general inquiries regarding the status of the project, this is the place to do so, as it is our main channel of communication to the public.

If you wish to find out more, we also encourage you to visit us on our other channels including http://tamriel-rebuilt.org, which have more information regarding our project, as well as screenshots and resources related to TR Development. http://tamriel-rebuilt.org/forum are also a great place to gage the status of our project, and engage in its development as we've recently opened up our http://tamriel-rebuilt.org/forum/index.php?c=44 to the public to participate and view. Or ask your question here!

Also feel free to visit our social media outlets, where we tend to post screenshots of areas in development more frequently than we do here, concept art, sneak peeks, as well as general status updates!

https://www.facebook.com/tamrielrebuilt?fref=ts | http://tamriel-rebuilt.tumblr.com | https://www.youtube.com/channel/UCUBPrJzo87zJld0gdxG3wFw | http://tamriel-rebuilt.deviantart.com

Downloads

If you wish to download the latest version of Tamriel Rebuilt, you can do so below. The main download now also includes an optional alpha containing a snapshot of some of our unfinished areas. Please ensure if you have older versions of Tamriel Rebuilt (i.e Sacred East 1.0-1.5, or deprecated Map1 and Map2 .ESMs, that you remove them immediately and all associated TR_Data before installing) You can also find alternate download links and detailed instructions at our downloads page http://tamriel-rebuilt.org/?q=content/downloads. Please only download from the locations specified below, or the mirrors listed on our site, as we have no control of files uploaded elsewhere. The links below are to our mirror on Fliggerty. Please ensure you also delete all previous versions of the TR Alpha prior to downloading the file below.

http://download.fliggerty.com/download--720
[Updated 2014-08-31]
Combined download. Contains both the areas covered by the previous Sacred East Release, as well as an updated TR_Alpha containing all unreleased lands with the exception of the City of Almalexia and Southern Morrowind.

Standalone Resource Files (http://tamriel-rebuilt.org/?q=content/downloads, scroll down to Modder Resources and download both .BSA and .ESM files)
[Updated 2014-01]

Standalone versions of the TR_Data .ESM/.BSA. Indended as a standalone modders' resource ONLY for those who do not wish to install Tamriel Rebuilt.

___________________________________________________________________________________

Announcing a major change in our release structure – please read (effective July 2014).

Some of you might be wondering why our thread title no longer includes “Sacred East 1.5” or the title of our latest “release/alpha”. In an effort to make our content both finished and unfinished more accessible to the public, we are phasing out our current system that bills our content into major “releases” in favour of a model that allows content to be released more gradually and frequently.

Starting from version 14.08, we will no longer be releasing content based on the “eight major releases” plan. Given the lengthy (and increasinly non-linear) nature of TR's development, we have decided that our prior approach no longer suits our needs or desires to release content to you in a timely fashion.

Instead, we will be taking the approach of simply adding onto the main download as we finish areas, wherever and whenever they become playable. You will be recieving bite-sized chunks of our content gradually as we progress towards completion. We are moving to a single release/update stream where both minor bugfixes and additions will happen simultaneously. So rather than say a major “Almalexia” 1.0 release, followed by subsequent bugfixes, you will get a single update with a snapshot of all progress. Some updates will be major, and some not as much. Think of it as your operating system updating itself throughout the course of its life. This should reduce the confusion and consolidate all releases from now on. Any land additions to the main file will be marked and emphasized in the changelog.

We are also merging our Alpha and Main releases in the same stream, instead of releasing them seperately and at seperate times. Each iteration of Tamriel Rebuilt's public release will include the Main .ESM file containing our playable content, as well as the optional Alpha .ESP containing our unfinished content. As content in the latter becomes playable, it will migrate into our Main .ESP. Bundling both files together will help reduce file incompatibilites with users who choose to use both files. It is recommended that if you wish to use the Alpha however, that you do so with something other than your current savegame, as it's strictly for playtesting and experimental purposes only.

Finally, all future builds of Tamriel Rebuilt will be versioned based on the year and month of that update/release. So if an update/release happens on August of this year, the build number would be 14.08 (quite similar to Ubuntu's release scheme). Should hotfixes need to be released for major issues, the specific day will also be fixed to the version number. The names originally intended for our major releases will still be used as codenames to mark major milestones (like the completion of Almalexia or the the Thirr River). Hopefully this numbering scheme will make it much easier to keep track of progress, and ensure one always has the latest version of TR installed.

Our next update will include all fixes that were meant for “Sacred East 1.6”, as well as a updated version of our current Alpha file including the remainder of our Skyrim border regions. Beween this and the main file, come next update, pretty much all of our content (finished and otherwise) will have been made available to the public (with the exception of the city of Almalexia proper) More details to come.

Thank you for your continued support, and we hope you enjoy playing TR!

-The Tamriel Rebuilt Team

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Alexis Acevedo
 
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Post » Tue Sep 22, 2015 7:06 am

I've just checked the latest alpha esp... :drool: Amazing exterior work. Like seriously, I'm speechless. For those who like me assumed that only eastern and southern parts of alpha TR are released for public I will leave a screenshot here: http://i.imgur.com/d7JkFok.jpg

Hope you will find some new modders to populate these areas.

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Chantelle Walker
 
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Post » Tue Sep 22, 2015 3:53 am

What about map borders? Will they stay cut-off like they are now, or are there plans to smooth them, make natural barriers like mountains or even artificial barriers? I haven't followed every small detail update (while still amazed by the scale, detail and amount of work put in the project) so sorry for my ignorance in that matter. ;)

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laila hassan
 
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Post » Tue Sep 22, 2015 6:54 am

Minamir, the western borders (those that touch Skyrim and Cyrodil) will remain "cut off" or abrupt because the land will eventually combine with P:C and SHoTN projects for those provinces. The southern border is as of yet undecided, because it will be impossible to get to the ultimate southern border on foot without cheating somehow; the Argon Jungle extends into southern Morrowind and is so thick that it will be impassible. As for the rest of the border areas, they are more or less finished, IIRC, and flow naturally into the ocean or sea.

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Heather beauchamp
 
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Post » Tue Sep 22, 2015 3:12 pm

Thanks. Didn't know that TR's land is going to be compatible with these two big landmass mods.

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meg knight
 
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Post » Tue Sep 22, 2015 5:50 pm

While creating TR add-on for my unreleased mod that adds prisons functionality known from Oblivion and Skyrim, I've noticed few prison related problems with the current release:

1. Akamora: missing PrisonMarker despite existence of jails and evidence chest

2. Bal Oya: PrisonMarker points to wrong cell ("Bal Oyra, Keep: Dungeons" instead of "Bal Oyra, Keep" where evidence chest is located)

3. Cephorad Keep: missing prison cells inside any of the interiors (there is PrisonMarker and evidence chest, so there should be real jails too, like in all other areas like this).

edit: also reported http://tamriel-rebuilt.org/forum/viewtopic.php?p=326119#326119.

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RAww DInsaww
 
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Post » Tue Sep 22, 2015 2:15 pm

Any chance of a 14.12?
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Jessica Stokes
 
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Post » Tue Sep 22, 2015 12:42 pm

Yaaaas! Sounds awesome man!

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Hannah Barnard
 
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Post » Tue Sep 22, 2015 3:20 am

In Necrom temple, how do we unlock the vault door with three keyholes?

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Milagros Osorio
 
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Post » Tue Sep 22, 2015 3:27 pm

No way to open them yet, but here is the explanation on it from the TR forums (old post, but still...):

http://tamriel-rebuilt.org/forum/viewtopic.php?t=23170&postdays=0&postorder=asc&highlight=vault+door+necrom&start=120

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Mashystar
 
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Post » Tue Sep 22, 2015 3:03 am

We've posted a plethora of updates on http://tamriel-rebuilt.tumblr.com/ today. This includes a nice amount of screenshots of Old Ebonheart, and answers to some of your questions!

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Horror- Puppe
 
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Post » Tue Sep 22, 2015 1:07 pm

Im a huge fan of snowy areas and Dunmereth Path looks like it'll be really fun to explore :D. The rest of the screens that were posted are beautiful as well. Thirr River Valley is especially striking.

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FABIAN RUIZ
 
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Post » Tue Sep 22, 2015 12:36 pm

question... is Mounrhold and the city of Almalexia the same thing? I havent really played tribunal much, ive visited mounrhold, im just confused a bit, Your project said youre leaving Almalexia alone for ahwile, which is cool, but you call it the capital? isnt Mounrhold the captial? City of Light? City of magic?

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Adriana Lenzo
 
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Post » Tue Sep 22, 2015 11:29 am

Mournhold is considered to be a part of the city "Almalexia". at least in TR's version of Tamriel, though there might be some lore to back this up somewhere.

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Alberto Aguilera
 
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Post » Tue Sep 22, 2015 7:10 am

According to Poison song (ingame book) it's is the same place. Although I personally prefer TR's vision that reminds me of Vatican-Rome.

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BethanyRhain
 
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Post » Tue Sep 22, 2015 8:45 am

What's this song in this TR video? - https://www.youtube.com/watch?v=j_1VWwlAJw8

Shazam and SoundHound gives nothing.

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AnDres MeZa
 
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Post » Tue Sep 22, 2015 11:16 am

Any idea of ETA for the next update?

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KIng James
 
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Post » Tue Sep 22, 2015 7:22 pm

I Love it. It's beautiful. The Views, the cities. Necrom is simply gorgeous. Mourning Ordinators... And then the Velk, so sweet. And those little Obama's at the shores. Even sweeter. And those Daedra Spiders. Beautiful! But after a short while I was totally bored with yet another Nix Hound / Cliff Racer / Rat to fight. Mind you: I went in there with a Level 50+ with speed & strength 200, and due to excessive Feather totally weightless. Even with such an Uber Hero, it takes forever to travel from North to south. And combat is usually ended when this Abomination hits the Foe just once.

So I wondered what would happen if I'd merge TR and My Mod. Easy: It wouldn't even load. So tesFaith and WMSA came to the rescue and after some infuriating puzzles, I finally got it right. My Islands all went to the West, and all items and Traders I had in any save were left behind. BUT: it worked. And suddenly the Friendly Guar and Scrib were glowing and trading once more. And so i considered a little stub to add My Friendly Creatures to the other Families, and I built it and there they were: the Travelers and the Teachers etc.

Guess what? I haven't left Your Landmasses for over a week now. And I have noticed that with this Stub, the two combine into a wonderful world. By all means, take all the time you need to finish the Alpha, as I only tried that out today and it hardly leaves any room for My Isles, which are the exact opposite of Thine : utterly barren and townless, and tons of devastating battles.

Other issues addressed by the Stub : Muskflies etc now get stronger and faster as PC-level increases, Fargoth hath a Twin Brother in Helnim and they happen to be able to teleport Our Hero byTwin Travel.

One more thing : TR mostly uses its own LC lists, which I spiced up just a little bit. Lake Boethia and then some other places use Vanilla EX_ and IN_ and H2O_lists...Which My Mod populates with anything from the sweetest baby up to Horrors that Dagoth Ur + VIvec + Almalexia + Sotha Sil would have a hard time to survive. So these Monstrosities sometimes roam the East. Which is ab-so-lute-ly GREAT for one who grew up in My place, but Game Over for anyone else. Most of them dwell in some of the Water or Ancestral Tombs. Some are Out There.

The good news: after a couple of hours on TR Isle with MWAT and the Linking Stub active, you may have swapped your Daedric stuff for Items up to the task, the potions to match, and then you'll find that those Horrors can actually be dealt with.

YOU have given me a Glorious Environment to mix with My Masterpiece that's been in the making for 10 years now. I will NEVER forget that. I really Really REALLY love Tamriel Rebuilt.

THANK YOU !

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Kit Marsden
 
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Post » Tue Sep 22, 2015 6:15 am

Did M'Aiq recommend TR?

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Philip Rua
 
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Post » Tue Sep 22, 2015 6:40 pm

It might have been something composed by one of TR crew. https://www.youtube.com/watch?v=lS0mKCLjuKg&index=144&list=PLD7F1DA982B3ECF4E has a piece by Nemon in it (old video though).

Edit: Fixed my bad copy paste link : /

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Catharine Krupinski
 
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Post » Tue Sep 22, 2015 11:50 am

But it's the exact same video :/ .

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Chris Guerin
 
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Post » Tue Sep 22, 2015 9:44 am

Umm, what?

Also, that music in the video mentioned is a standard Youtube soundtrack you can attach to videos.

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Andy durkan
 
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Post » Tue Sep 22, 2015 7:17 pm

I'm so excited about this project! It looks truly fantastic beyond belief. But I'm wondering if someone can answer a couple of questions I have? I can't remember the site I downloaded from, I think it was the main website, but it was a single download that included two maps and an alpha. I'm using Water Life TR add-on and Mlox says that I don't have the first two maps installed. Is that just an error with it reading this particular download as opposed to the single downloads of each map?

The second question I have is that I'm also using MSGO, which is mindblowingly awesome, but I'm wondering if it is having a little conflict because when I'm at the edge of Ebonheart, I can't see the landmass added, and even as I am right on it, it seems to pop up in bits and pieces. I have my in-game view distance set to maximum but that is having no effect. I'm not seeing people mentioning the same problem, so maybe you guys can save me a few hours of research and tell me how to fix this? This is too monumental to remove just because it's not loading correctly for me.

Much appreciated, thanks.

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Timara White
 
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Post » Tue Sep 22, 2015 4:14 pm

Most likely he typed "Ornadas" on a mobile device and it auto-corrected to "Obamas".

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^_^
 
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Post » Tue Sep 22, 2015 4:21 am

TR switched to single file instead of several maps, so that is just outdated rule in Mlox.

Regenerating your distant land, as I mentioned in your thread, will fix this issue.

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james tait
 
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