Queue:
Proposed Agenda
Andothren
- How is progress on Andothren?
- Andothren, continued exterior/mansion discussion.
Exteriors
- Should we declutter exteriors (particularly Roth-Roryn and Old Ebonheart) for bigger vanilla parity and support of users with lower end PCs and laptops?
- Should exterior tunnels be allowed, like in Soluthis or Hlan Oek?
Cross-Province questions
- Faction integration, cross-provincial
- Armor and weapons: sorting out stats, expanding or restricting vanilla sets, special cases
- Wolli's asset removal and deprecation tracking list
Worldspace Implementation
- Firemoth archipelago
- TV2 and TV3 wilderness interior planning
- Propylon index placement
Quests and Dialogue
- The "characters" of towns like Kartur
- General MG plans, particularly if someone with a good general idea of afterlife-, dreamsleeve- and soultrap-related lore is around
Administration
- The Handbook needs attention
- Discussing Thal's idea in detail, and finding volunteers for handbook writing: https://www.tamrielrebuilt.org/forum/division-labor-regards-lore-world-building-and-quality-managment
Preparing Template Meetings
- House Redoran
- Clambering Moor
- How should the Kartur section be expanded?
- Do we want to make an exterior claim for the inner sea bordering the big CM island, akin to the Idaverrano seabed edits?
- Othreleth Woods
Meeting Summary
Shipal-Shin exteriors claims
Asset in need of making:
- Imperial highway with a red rust overlay
Claim notes:
- SH_01:
- Narsis
- Many ancestral tombs
- revised Thirr riverbed
- the western road is the Purple Road
- SH_02:
- Big Velothi tower complex (“Jabba’s Palace”) overlooking the canyons near the Deshaan border
- Sapphire mine (full) somewhere nearby
- SH_03:
- Medium or large netch ranch
- SH_04:
- Border post (not a fort, a motel) for travel to Black Marsh
- Ayleid ruin (small) on top of the mountains right next to the border post
- SH_05:
- Optional Daedric Ruin
- revised Thirr riverbed
- source of the Thirr with a modest Buoyant Armiger presence worshiping an aspect of Vivec's Water Face, or something
- SH_06:
- Shipal-Sharai; make sure to add an “imperial quarter” where a legion fort (*not* using the Imperial tileset) would be located
- Optional Daedric Ruin
- Extinguished Sapphire mine, repurposed into a Kwama mine
- the road is the Purple Road
- SH_07:
- Velothi Tower, overlooking Thirr Valley
- Kwama mine nearby
- Optional Daedric Ruin
- SH_08:
- Daedric Ruin
- the road is the Purple Road
- medium tent city for the Red Swarm Milit
- SH_09:
- Velothi Tower, under control of the Red Swarm Militia; add a few small Dunmer tents outside, maybe some fences for bug-goats
- Kwama mine nearby
- Optional Daedric Ruin
- SH_10:
- Septim’s Gate Pass
- Optional Daedric Ruin
- Purple road example implementation
Firemoth
Reimplementation of the original Firemoth quest was discussed. There is consensus that we do not want to fundamentally change the premise - the fort has been overrun by Grurn’s undead army. There is a general desire to make it more interesting than the original, however. Access to the quest should be gated by one of the following
- A rank 4 or higher in the Imperial Legion
- Have a certain amount of general Reputation (perhaps 5 or 10 or something)
Other ideas that were discussed:
- Expand on the background of the Ward of Akavir
- the shield was probably part of the invasion in the 2nd era
- maybe that spot is where the wielder was drowned by vivec
- Make companions - and their survival - matter
- (they would have to be reimplemented with TR-specific IDs, but we want to keep the names, at the very least)
- Upon success, they might get a Legion pension
- Use the new rising skeleton animation to spawn skeletons on the beach / from the ground
- Grurn himself is prime material for making a scripted boss fight
- What is his phylactery? Does he have one?
- What does he do with the Ward?
- He might raise minions / bring skeletons back to life throughout the fight
- Surviving companions might be scripted to somehow make this fight easier
Fort Firemoth can be turned into a player stronghold for an Imperial Legion player, at rank 7 or higher. Details will be discussed at a later time.
Hotfix
Should be made - minimum content is a fix to the “DELETEME” reply to “Dwemer Ruins” in Dagon Fel. Automatically generating one from differences between Morrowind.esm and Morrowind.esp did not work.