Search found 23 matches
- Fri Feb 03, 2006 9:02 pm
- Forum: Archives
- Topic: Prometheus models
- Replies: 34
- Views: 4232
I probably found the Narsis meshes. You will find them [url=http://www.ee.ethz.ch/~mhediger/tr/Narsis_Meshes_Textures.rar]HERE[/url]. Hope, that helps... @Razorwing or Zarkis: Please confirm the download of the files. I'll have to remove them soon, because my quota is almost used up... Downloaded t...
- Wed Feb 01, 2006 6:36 am
- Forum: Archives
- Topic: Prometheus models
- Replies: 34
- Views: 4232
- Tue Jan 31, 2006 9:25 pm
- Forum: Archives
- Topic: Prometheus models
- Replies: 34
- Views: 4232
- Tue Jan 31, 2006 9:03 pm
- Forum: Archives
- Topic: Prometheus models
- Replies: 34
- Views: 4232
- Tue Jan 31, 2006 8:31 pm
- Forum: Archives
- Topic: Prometheus models
- Replies: 34
- Views: 4232
I found list of items Prometheus did for TR. Most of the models were indeed for Narsis. Hlaalu Tower (Unique)...| Prometheus Hlaalu Gazebo(Unique)....| Prometheus Narsis Wheel (Unique)...| Prometheus Narsis Columnade .......| Prometheus Narsis Pool round ......| Prometheus Narsis Pool square ..........
- Tue Jan 31, 2006 5:25 pm
- Forum: Archives
- Topic: Prometheus models
- Replies: 34
- Views: 4232
Prometheus models
Hello there! As some of you may know, the Silgrad Tower team is currently in the process of gathering all Morrowind related Non-Bethesda models to transfer them to Oblivion, so the community is able to at least create parts of the province of Morrowind with the new game engine. I recently asked Prom...
- Sun Apr 11, 2004 4:31 pm
- Forum: Archives
- Topic: Sounds: Tamriel Rebuilt Main Theme
- Replies: 5
- Views: 1397
Sounds: Tamriel Rebuilt Main Theme
The TR main theme is a fine piece of music but I had trouble playing it in the game hearing fine distortions sometimes (not if I play it with any mp3 player). I reencoded it with an old codec Bethesda was using and made it a bit louder (the volume was too low compared to the other music). Now it pla...
- Sun Mar 07, 2004 7:33 am
- Forum: Archives
- Topic: Claim 5-2 - Completed (C)
- Replies: 26
- Views: 2190
- Sat Mar 06, 2004 4:22 pm
- Forum: Archives
- Topic: Claim 5-2 - Completed (C)
- Replies: 26
- Views: 2190
I just run through it and felt really wet afterwards... 8) . Noticed some interesting designs. Congrats! Concerning Reich Parkeep: there are some interiors in RP we didn't donate to TR (interiors from Deus and Quentin, which we still use for ST). Please refer to the thread about RP. Edit: To make it...
- Tue Feb 10, 2004 12:32 pm
- Forum: Archives
- Topic: Alternate starting locations script
- Replies: 5
- Views: 487
- Tue Jan 27, 2004 6:27 am
- Forum: Archives
- Topic: Better day/night effect
- Replies: 9
- Views: 439
- Mon Jan 26, 2004 2:13 pm
- Forum: Archives
- Topic: Better day/night effect
- Replies: 9
- Views: 439
The settings can be changed in the morrowind.ini. I agree the nights in the game are too bright. However, since it is TR's policy to not change any game settings, you have to use other mods like TLM (search on summit or the official boards for it; I myself use it since it creates a really creepy nig...
- Thu Jan 22, 2004 3:05 pm
- Forum: Archives
- Topic: Deleted thread
- Replies: 9
- Views: 135
@Quentin Isn't it that we still don't know what to do with the big underground warehouse in ST (the one which oiginaly was meant to be the home of some kind of labour union)? We could put a manufacturing center in it run by the Traders Guild. Many of those poor guys from the slums could work there. ...
- Tue Jan 20, 2004 7:44 am
- Forum: Archives
- Topic: Shop script
- Replies: 19
- Views: 1755
@Elathia Forget my ideas in the last post. There more I think about it, the more problems I see with disableing the guards and shopkeepers. What can a script do about this: The player picks the lock of a shop, does two steps to the next shelf, picks up everything he can carry and leaves the house. Y...
- Tue Jan 20, 2004 6:21 am
- Forum: Archives
- Topic: Shop script
- Replies: 19
- Views: 1755
- Sun Jan 18, 2004 7:53 pm
- Forum: Archives
- Topic: Shop script
- Replies: 19
- Views: 1755
- Sat Jan 17, 2004 7:47 am
- Forum: Archives
- Topic: Scripts for doing this?
- Replies: 2
- Views: 283
- Fri Jan 16, 2004 6:20 pm
- Forum: Archives
- Topic: Bal Oyra Change script
- Replies: 15
- Views: 1041
- Tue Jan 13, 2004 10:49 pm
- Forum: Archives
- Topic: Bal Oyra Change script
- Replies: 15
- Views: 1041
- Tue Jan 13, 2004 10:38 pm
- Forum: Archives
- Topic: Bal Oyra Change script
- Replies: 15
- Views: 1041
It's rather simple. Since you use activators as statics, each static gets the same script. To enable/disable them you can use a journal entry or a global varible. Here is an example for imperial buildings which get enabled with a journal entry: begin Bal_Oyra_Change_sc if ( GetJournalIndex Bal_build...
- Sat Jan 10, 2004 12:54 pm
- Forum: Archives
- Topic: Ambient light changes?
- Replies: 4
- Views: 425