Tamriel Data

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The new Tamriel_Data is now up to the previous location on google drive and should be ready to go. The included filepatcher should now fix container instances in savegames aswell. I hope everything is fine now.

I’m hesitant to upload the data to outside platforms yet. The download description would have to be written up first. And Atrayonis wanted to write a how-to for the usage of the filepatcher program.

Btw, Atrayonis: You can use the below-included translation.txt to fix the previously patched TR_Mainland.esp and InDev.esp. That way you won’t have to start over with regions and stuff.

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Atrayonis
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Draft for the Tamriel_Data article. It could use some proofing/suggestions.
And yes, there will be a download link in it.

Tamriel Rebuilt, Project Tamriel building unified Data Structure

Starting with release 1609, Tamriel Rebuilt will move to a new data structure. TR_Data is out, Tamriel_Data is in, and a host of changes come with it!

Culminating from a year of hard work, Tamriel_Data contains a data unified file structure spearheaded by Project Tamriel and Tamriel Rebuilt as the first adopter.
Not only will this make assets from both projects available to each other and third party modders, but the assets are organised in a logical, easy to navigate syntax, enabling our modders to create content more easily. A file name will now have the context that was previously only known by trial, error, and experience.


It will probably not quite look like this.

Additionally, we are now supplying both vanilla-style resources and a high-resolution alternative. Now, no matter how much you doll up your game, mods relying on Tamriel_Data will never look out of date again!


Left: low resolution, Right: high resolution

Note: While the assets for Project Tamriel are all available in both high and resolution, Tamriel Rebuilt is not nearly done. Any texture artists willing to help are welcome!

Tamriel_Data for players

Update your BSA list

First, if you used more than one of the big three province Mods (Tamriel Rebuilt, Skyrim: Home of the Nords, Province: Cyrodiil), you will be able to just use Tamriel_Data with each of them. Three ESMs and BSAs now become one ESM and one BSA: easy on the load order, and easier to keep track of.

The hardest part is remembering to edit your Morrowind.ini to use the new BSAs instead of the old ones. Since you have probably played one of the bigger mods, you should know how this works: just locate the file in your Morrowind game directory, find the [Archive] section, add the two new BSAs (TR_Data.bsa, PT_Data.bsa), replacing obsolete entries if they were there, done.
Alternatively, you can of course use BSAReg, which ususally takes care of that automatically.


Example setups

Just make sure that your Tamriel_Data is up to date, which the province mods will alert you to in our releases.

Patch your savegames

If you have previously used one of the three mods, a simple file patcher for your save game is contained in the 7z. Just run it over your save game and pick up where you left off!

First, make sure you have a JRE installed. If you don’t have one, the patcher will behave as if it was an archive (Windows will try to unpack it), when it’s actually an exectuable.
Then, run the TR_FilePatcher located in the Morrowind folder and choose one or more savegames to patch. Make sure to save backup copies!


Choose and patch...


...and done!

Second, Tamriel Rebuilt 1609 will have a lot of changes in regions and cities, along with bug fixes that the patcher can't solve. Make sure to clean your save afterwards with Wrye Mash or Enchanted Editor, as you normally would.

All done, your saves are good and ready to go!

Tamriel_Data for modders

The most obvious benefit is, of course, more resources. You can never have enough meshes, textures, ingredients, and books.
This is obviously beneficial for us, as Tamriel Rebuilt moves closer to the southern parts that border Cyrodiil, and Skyrim: Home of the Nords moves westwards to Morrowind. Not only are we able to share our assets, we are avoiding a lot of doublettes in three different ESMs.

The real benefit lies in the unified, consistent name structure, which enables modders to easily understand the item they are placing and the context it has in the game.


For example: pc_ex_sewergrate_01 becomes T_Imp_DngSewers_X_Grate_01
That means T_(Imperial)_(Dungeon)(Sewers)_(Exterior)_Grate_01.


For example: tr_act_ind_bell_06 becomes T_De_SetInd_Bell_06
That means T_(DarkElf)_(Settlement)(Indoril)_Bell_06.


For example: sky_farm_chicken_03 becomes T_Glb_Fau_BirdChi_03
That means T_(Global)_(Fauna)_(Bird)Chi_03.

Of course, the names still have a character limit. Nothing is perfect until the release date of OpenMW, after all.

Patch your savegames

The same file patcher that can be used to update save games can also update ESPs.

Not only will it switch to the new assets, but it will automatically switch the old data master file(s) to Tamriel_Data.esm. Of course, you will still need to recompile your scripts.

The road ahead

As Tamriel_Data unifies the data of three province mods, it might evolve into its own framework. Similar to COBL, it contains fully lore-friendly, consistent additions to meshes, textures, food, books, regions, factions, and so much more.

Last but not least, this is a definite statement from both projects: we're in this together, for the long haul.

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sirrah
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Looks good, Atrayonis! I spotted a few errors:

Additionally, we are now supplying both vanilla-style ressources resources and a high-resolution alternative. Now, no matter how much you doll up your game, mods relying on Tamriel_Data will never look out of data date again!

Note: While the assets for Project Tamriel are all available in both high and resolution, Tamriel Rebuilt is not nearly done. Any textures texture artists willing to help are welcome!

First, if you used more than one of the big three province Mods (Tamriel Rebuilt, Skyrim: Home of the Nords, Povince Province: Cyrodiil), you will be able to just use Tamriel_Data with each of them. Three EMSs ESMs and BSAs now become one ESM and one BSA: easy on the load order, and easier to keep track of.

Of course, the names still have a character limit. Nothing is perfect until teh the release date of OpenMW(link is external), after all.

The same file patcher that can be used to update save games can also update esps ESPs.
Not only will it switch to the new assets, but it will automaticalls automatically switch the old data master file(s) to Tamriel_Data.esm. Of course, you will still need to recompile your scripts.

 

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Corrected. Thanks!

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Hey everyone,

I’ll not be around in january and P:C needs a data-update to happen within december now. Is there anything from TR that I should be including for that version? I saw some contributed assets, but I have no clear picture of what is ready for inclusion at this point.

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Hi worsas, as far as I understand you can go by the status “ready for merging” for assets,
although the ones with any pressing need would probably be OE-related assets (since people are working on its interiors right now), which haven’t been so marked yet:
http://tamriel-rebuilt.org/asset/ebon-tower-murals
http://tamriel-rebuilt.org/asset/new-model-ebon-tower
http://tamriel-rebuilt.org/asset/ebon-tower-additional-assets

Some bugs are also marked specifically for Data (can’t find a way to filter for them exclusively but they’re sorted at the top here), you might already know about those translation / texture path errors that are waiting on the data update?
(one has its fixed files included)
(I’d be grateful for a fix on this one, seems trivial enough)

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Please include the esp from here when you are at it: http://tamriel-rebuilt.org/asset/signposts
 

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A lot of new books have been finished and put in as well. As Rot said, it’s best to go by the “ready for merging” designation. http://tamriel-rebuilt.org/asset?field_asset_asset_type_tid=All&field_asset_asset_progress_tid%5B%5D=389&title_op=contains&title=&field_race_tid=All&field_faction_tid=All&field_claim_area_tid=All&field_asset_developer_target_id_entityreference_filter=All

The only one you should leave alone is the quest design “A Bard’s Tale”, as that’s a quest for TR. Also check in the asset descriptions if the new race heads need special credits given, as I’m not sure if they were made for us specifically.

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There is a small issue with this here:
http://tamriel-rebuilt.org/bugtracker/orange-moss-naming-tamrieldata

I can surely turn the orange moss into a container and add the ingredient. However, regarding the name, it would have to be FloraTV instead of FloraAT, unless I can go ahead and adjust the id of the orange lilly pads, which currently use the former name without causing problems with references that are already in place.

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I don’t believe either are currently in use, alerted Rats just in case (if anybody’s used them at this point, it’s him).

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I rushed ahead and here is already an initial version of TamrielData 02 on google drive.
https://drive.google.com/open?id=0Bxtf3PaWZqbXbWxFbm15YmdGb00

Have a look and let me know if everything looks as intended. I went with FloraAT for the Aanthirin plants now.

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I’m late reacting to this, but no, I haven’t used them anywhere. 

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If there are no objections, I would like to upload this new Tamriel_Data to the download pages tonight.

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This is moving pretty awfully fast. There is one fix that still needs to be put in and I’m current making an esp with it.

Otherwise it’s good to go on our end I think – no incompatibilities with TR I’ve noticed so far.

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Okay, please:

  1. Apply the ESP the Tamriel_Data.esm (file is attached)
  2. Put the meshes into TR_Data (file is attached)
  3. Change Tamriel_Data.esm to the date/time stamp of 01.01.2012 17:00:00 (This is necessary to have it work with the TR files)
  4. Update the description of Tamriel_Data.esm: Tamriel_Data v02 (December 2016) or something similar, so that tools like mlox know the difference.
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Tested working also;
since you’ve added the khajiit and argonian heads (not from TR) please add them to the credits, preferably with respective suffixes _Det & _Sil indicated so people can track down the sources.

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I’ll add them to the list with a small notification of what kind of resource they have contributed. There is no space to list specific mods in the credits. The other resource mods have not been listed by name either.

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I don’t know what space means here but they can always be added in the TR files credits I guess (as far as those are concerned, the lack of more specific credits came from the fact that there used to be few “3rd party” resources included if any – it’s old and outdated policy)

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Checking on the files linked here earlier: there’s a T_Imp_LegionMW_X_EbonTower but it doesn’t display in the CS, it seems the model it links to “tr\x\tr_ex_imp_oe_tower.nif” is renamed ““tr\x\tr_ex_imp_tower_oe.nif” in the TR BSA

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Yeah, unfortunately, i just noticed that after nearly two hours of uploading.

I used the esp that was passed with the model claim and forgot to pull the thing into the render window once to see if it works. We have to do without it this time around. For the time being the person working on OE could override the object entry with a one pointing to the correct filename. Sorry for the hassle, but I won’t repeat that upload for a single file now.

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Ha, I was just about to post my own version of the changelogs, just that I’ve been missing the fix for the barrow doors. :D

Google Drive links:
HD-Version:
https://drive.google.com/open?id=0Bxtf3PaWZqbXd0dTa0Z1XzE1cW8
Vanilla-Version:
https://drive.google.com/open?id=0Bxtf3PaWZqbXbWxFbm15YmdGb00

Apart from that, the new version is on tesnexus. it should work with the previous TR-files all fine, as far as I know.
 

 

TR_Data:

- Added Argonian heads by Silaria
- Added Khajiit heads by detritius2004
- Added a set of breton artisan swords
- Added some new imperial fortress pieces for Old Ebonheart
- Added an imperial mural for Old Ebonheart

- Added the following books:
Recording of the Heads 1E 820
Homily of the Pilgrim
The CASE Against Human Edibles
Seven Varieties of Shadow
The Origin of the Ash Yam
How to Treat Heretics
On the Importance of Heresy
In Regards to the Dunmeri Chitin Armor
Orcsurance, a One-Act Comedy
On the Evil of Heresy

- Fixed a robe pointing to wrong textures
- Assigned velk sounds to the right creature
- Overwrote the current orange moss with a larger version. Turned it into a container plant with an ingredient.
- Fixed the groundmesh of the argonian hist armor
- Fixed a bunch of further problems in TR_Data

PT_Data:

- Added saddled versions of the Cyrodillic horses and one more color variant. The black horse has been recolored.
- Added a further harpoon variant
- Added a set of ancient colovian bronze tableware for Colovian Barrows.
- Added Dark Welkynd Stones for Ayleid ruins
- Added old withered wooden chests for Colovian Barrows.
- Added a statue of Kynareth
- Added interior variants of several load doors used at P:C
- Added a set of ancient ayleid armor
- Added some new building variants for Anvil
- Added a proper dockset for Anvil, Stirk and the gold coast.
- Added a further reman mural.
- Added a number of imperial native armor style sets, (some are still using placeholder meshes)
- Added two imperial incense burners

- Changed the material settings of the imperial wayshrines.
- Changed the statues of the imperial divines so they match each other in size.
- Changed some of the buildings and structures used for Anvil
- Changed gold coast rock textures so they have mipmaps.
- Changed an expensive chandelier used for imperial homes.

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(whatever, mine had links :p)
I think I’ve marked all the relevant data bugs as fixed. Thanks worsas!

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Some new armor pieces seem to have the wrong filepath in the Body Part:
T_A_Silver_Cap
T_A_Silver_Cap_R
T_A_Silver_Mask
T_A_Steel_Helm_Open_01
T_A_Steel_Helm_Open_02

they all have filepath a_a as opposed to the normal pc\a\

The ground meshes have the correct filepath, but the helmets give the missing mesh marker when worn by NPCs. In addition the T_Imp_Silver_Helm_Mask/T_A_Silver_Mask model seems to be missing the texture for the mask.
 

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Hello again,

it is once more time for another upcoming update of the Data Files, due to an influx of important assets at SHOTN. I would like to execute this update from 17. - 19. March and include all important fixes and additions that there are. For one, I'll definitely include all ready-for-merging assets from the browser. If there is anything else, let me know. :)

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Good to hear! I'm currently adding (and tweaking, if need be) our ready-for-merging stuff into our in-house Data from which they can be easily merged in to Tamriel_Data proper.

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Due to some unforeseen problems, I'll have to postpone the data update to the next weekend or the weekend after it. Atrayonis wanted to complete something for inclusion, but he is very short in time right now. So that will take a few more days now.

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The next update of Tamriel_Data (03) is now live on google drive and Tesnexus.

Default Version - Google Drive:
https://drive.google.com/open?id=0Bxtf3PaWZqbXQW5QM1ZRZ0FLcWs

HD - Version - Google Drive:
https://drive.google.com/open?id=0Bxtf3PaWZqbXYVFnOVlpVjV3d1U

Changelog:

 

General:
- All example interior cells have been restored.
- All female body part assignments have been restored.

TR_Data:

- Added ground textures for the Aanthirin Region.
- Added required interior objects for the Ebon Tower in Old Ebonheart.
- Added a general-purpose invisible/collisionless box to keep players to interact with certain activators/items (T_Glb_Var_ClearBox)
- Added a number of Daedric helmets, modelled after old MW - concept art.
- Added modified hlaalu- and velothi- interior tiles
- Added a colorful range of napkins.
- Added new signposts
- Added a range of generic environmental soundeffects.
- Added the following books:
Dres Cremation Practices
Indoril Book of Passing
On Purity
Skin Deep
Guide to Necrom
Teachings of the Master-Student

- Updated texture of the Tamrielmap - tapestry.
- Updated sounds for a number of creatures (Ornada, parastylus, dresbug)
- Fixed icons for ebony akaviri blades.
- Fixed nordic warhammer icon
- Fixed selection box size of a pan model
- Fixed Narsis Balconies
- Fixed Shell of the siltstrider creature.

PT_Data:

- Added Ancient Nordic Fortress Assets.
- Added Imperial shrines to divines and saints.
- Added a range of new ayleid containers.
- Added an own testing cell for SHOTN
- Added another upper stair end for the direnni set which includes half the length of the hallway tile.
- Added a new soundmarker for direnni ruins.
- Added a missing texture for an imperial silver maskhelm.
- Added missing icon and model for the deactivated dark welkynd (inventory)

- Updated imperial cult altars of cyrodiil to match the shrines in design.
- Updated Anvil wall tiles and added another walltower variant.
- Updated the basement of anvil buildings to no longer cause z-fighting, if shifted into each other. Added two more combined house variants.
- Updated display names of objects (mainly doors) according to roerichs suggestions.
- Updated values of orichalcum to be much more expensive.
- Updated wasabi to be more expensive too. Turned the wasabi paste into a potion.
- Fixed an ore container that had the wrong texture assigned.
- Fixed missing soundlinks for duplicated vanilla creatures.
- Fixed some casperings on direnni tiles.

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Excellent, thanks a ton!
I've updated the TR website download links and the hashes.

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