[Morrowind] Public Feedback

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Kovacius
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Post by Kovacius »

With longer lapses between bug reports, I'm starting to wonder when we'll see the next phase of Beta testing?

I'm actually looking forward to going in with another character and trying all of the various dialog options again, with all of the added quest topics. Next time around, I'm even going to try "pacifying" a few of the "hostiles" to see if they have any interesting dialog. Can't have spelling errors and bad grammar from a bunch of angry thugs now, can we?

As mentioned above, the Neidweisra(sp?) peninsula region North of Firewatch seemed pretty sparse for such a large chunk of map real estate. Might be a great place to stick a small ruin or migrant camp, not quite a village.
zegh

Post by zegh »

thanx, ill try again, and see. your probably right

btw, lady N, i tried to register again, but it said the username and email is allready registered there (from my last attempt) but i never recieved an activation mail, could you check it out?

i tried to register as username zegh 8578
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Post by Shiniku »

Okay I downloaded the beta map 1, and I am VERY impressed. I waterwalked over there expecting a whole bunch of empty and uninspired land, and some ghost towns, but I was pleasantly surprised. First place I came along to was Firewatch, I got a nice arial view of it through levitation, and loved it's layout and size. Though it's a fairly classic imperial town type layout, it was perfect, and quite a nice sight. I really enjoyed searching every nook and cranny of the library for more cool books, and the learning spells from books thing was awesome.

lI then walked around the coast of the whole thing, and it's all pretty nice. Love the new creatures, and was surprised when a moth was more powerful than the dragonfly things. Though I think there's a texture problem with the wings on moths, they appear as black squares to me (there are wings painted on them, just a transparency issue) All the creatures were really cool, and I loved the beetles most, their animations are class.

The open land seems a bit too open at times and you start noticing the repeats of patterns in the ground textures and such, so they could use more flora/rocks/etc.

Anyway, I continued to check out the whole thing and really loved it. The NPCs are all cool, towns well designed, creatures wporking well, and everything else. I'm impressed, this stuff is great, keep it up!
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Post by Haplo »

Thanks very much for the input; we are still trying to get that moth-problem fixed for everyone. If you have any other comments, questions, or concerns about it feel free to post again!
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Post by fanfas »

Haha Shiniku wait until you see Port Telvannis... if you liked Firewatch...
MAP 3 -> Interiors
Map 3 -> Interior Fixing
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Post by DaBeowulf »

You guys kick ass. :D
I'm really looking forward to the release with quests enabled.
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Post by Bloodthirsty Crustacean »

Shiniku wrote:I waterwalked over there expecting a whole bunch of empty and uninspired land, and some ghost towns
Compared to what I've seen of the later maps, that's pretty much what Map 1 is. (No offense to anyone :P) If you liked this, you are going to be blown away by what's coming later.

And you haven't seen a city until you see Map 3's Almalexia.
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Post by Haplo »

And I'm only like half-done linking the interiors and exteriors for Alma.
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Post by gro-Dhal »

You guys have done a tremendous job; after several abortive attempts to swim across the Inner Sea I arrived in Firewatch and my mind was suitably blown.

I haven't explored much so far, but i've noticed the odd grammatical error in dialogue, and occasional turns of phrase that don't scan quite right to my eyes. For example when the Nord merchant in Firewatch is talking about the possibility of war there's a comma in the sentence that really ought to be a full stop/period. I've done proofreading work in the past so I pick up on these things, sorry if it's a little pedantic.

Otherwise, 11/10.
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Post by MrKWMonk »

I echo the sentiments of appreciation. Thank you for all your hard work, TR1 is very impressive and I eagerly look forward to the other maps.

My only piece of hopefully constructive criticism would be that it's a very quiet place. It's probably due to the fact I've played with an atmospheric sound fx mod (ASE3.0) for a very long time but I really notice how quiet it is. All I can hear are my foot falls as I explore and this detracts from the immersion/atmosphere IMO.

That would be my only suggested improvement thus far.

Thanks again to the team, keep up the great work.


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Post by gafgarion97 »

First off, a question: None of the quests are done yet right? BTW congrats theviking on becoming the new quester;)

Second, while I was playing around, the first city I came to was Firewatch. I was excited about it because I've heard so much hype. In my game I am also the master of the fighters guild, so I find the Firewatch chapter and am surprised to find out no one acts like they're part of the guild. So I checked further, no one seemed connected to any factions at all. I haven't played around much yet, but the new weapons are awesome. Whoever does the texturing, you are my new hero.

Thanks for the awesome mod you guys. Can't wait for the final. I give you an 8.5 because there really isn't much to do in it yet,except wander. But the new weapons and armor are the best I've ever seen.
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Post by Akul »

First off, a question: None of the quests are done yet right?
The quested version of Map1 shoul soon be released (BETA) of course.
Second, while I was playing around, the first city I came to was Firewatch. I was excited about it because I've heard so much hype. In my game I am also the master of the fighters guild, so I find the Firewatch chapter and am surprised to find out no one acts like they're part of the guild. So I checked further, no one seemed connected to any factions at all. I haven't played around much yet, but the new weapons are awesome. Whoever does the texturing, you are my new hero.
Vvardanfel is isolated from the rest of Morrowind so you ain't a member of theme. Of course, if you are a high ranking member in Vvardanfel, you will (as I understood) be able to skip thze beginning ranks.
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Post by Bloodthirsty Crustacean »

gafgarion97 wrote:First off, a question: None of the quests are done yet right? BTW congrats theviking on becoming the new quester;)
Hoi hoi! I'm the only quester in these parts. Viking just does the paperwork. ;) :P But he's learning to quest in the near future, I do belive.

@ Akul, don't make promises for anyone (especially as it appears you're not a TR Modder ;) :P), we are certainly getting nearer to a quest release, but it's still not exactly going to be 'soon'. I'd be very surprised if it made it out this year, or even February/March of the next. But we'll see.
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Post by AJT »

öh.. im new here im just asking how i could test telvanni 1.1v? I tryed download it but those 2 working links lead to some "pay pay if you wanna play-sites" ^^
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Post by Lady Nerevar »

you dont have to pay, just choose the free servers when downloading.
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Post by Broken von Skull »

How about TR_Map2 beta release? ;)
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Post by Haplo »

It's on the way.
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Post by Broken von Skull »

When is approximate beta-release date?
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Post by Thrignar Fraxix »

We don't know. We aren't really a fan of release dates and deadlines and whatnot. Rest assured that we are well on our way though.
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Post by Haplo »

There are no release dates at TR; our work is done when it's done. But suffice it to say, work is going well and it won't be long.
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Post by Radhert Hellgate »

I almost searched the whole isle (only the western part) and i must say: very impressive. I agreed that the wilderness doesn't have too much flora and stuff. But it doesn't really matter. Caves and tombs are really nicely made. Few bug-ish things there still are. Like that one daedric ruin (which has low ceiling) holds few Daedric Bat-thingies is not really nice to explore, because the bats bug on the ceiling, meaning that they don't attack me and i can't attack them. And it doesn't make sense that big bats live in small ruin.

Towns are really nice. I love to explore new towns and villages and the first town i found was great looking. But i saw some Dreughs stuck in the ground. This looked really stupid. (This is fixable, yeah? Or was it my computer...)

Map1 is really nicely made and i like to explore it. Only bad thing is the Morrowind map. Hardcoded, so we can't access it. :'(


Overall, 10/10

Nice work.
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Post by Mytch »

I have to be honest. When I first heard about this project I had serious doubts. Large groups coming together (especially fan based groups) tend to lack the organizational structure to accomplish large goals like the ones TR has set out to accomplish. I expect it to be messy, half finished, and inconsistent. I was wrong. You guys have certainly proven yourselves to me. There are still some bugs and little mistakes, but it's still beta so that's to be expected.

The dialogue is great. I have always been a fan of making deep character designs, and you guys have definetly accomplished this. The thieves guild in Firewatch sticks in my mind. The quest master had a very dynamic character, funny but at the same time you got to see some of their own values and doubts in their own actions. Then when doing a fighters guild quest I was sent back to the thieves guild...although it had occured to me what they should do, I never expected the character designs to be dynamic enough to actually do what it did. I got a good laugh out of the dialogue at that point.

Also, the Mathis quest was very well done. It ended very climactically and left very good closure for that story. That's how quests should be done.

I do think their may be some minor balance issues that could be adjusted. Item placement doesn't seem too bad. Very few items that I would consider more powerful than the ones given in Morrowind or its expansions. The longsword in the boat (Forgive me, the name has slipped my mind) seemed quite strong. I had 5 longsword skill when I got it and once equipped I was still pretty destructive. I was also surprised to see the 2.0 quality alchemy equipment, but in reality it doesn't make any difference. If people want to make overpowered alchemy items, they don't need high quality tools to do it. It really just makes it more useful for people who don't abuse it.

There was one thing I found a little frustrating. Compared to Vvardenfell, there are significantly less smuggling caves/burials in Map 1, unless you did a very good job of hiding them (and I know some of the ones I have found were quite hidden from view). On one hand that's to be expected, the environment is less suitable for smuggling or bandit caves all over the place. However, in terms of being able to play starting at Firewatch which I did for the most part (I made a pit stop to pick up the boots of blinding speed first, I never take those things off) I was unable to get higher skills in security that were necissary for Thieves guild quests.

I believe it's the second or third thieves guild quest which requires you to pick a level 50 lock. With very little bandit caves I haven't found many areas to practice my lockpicking abilities without resorting to training or using the lock spell (Which I try to avoid, I try to do it more naturally). This wouldn't of been such a problem, but at the thieves guild in Firewatch there is also no one who trains security, so it was sort of a problem for me.

Also, Ranyon-ruhn doesn't seem to have any outdoor guards, unless I managed to miss them.

Other than that, it's great. Morrowind was designed so long ago, it seems like the environments were designed with low view distance in mind (very closed in, always in a valley it seems), it's very nice to see more wide open areas which work great with today's more powerful PCs and options like MGE. I think this mod is going to turn a lot of heads, especially of the Oblivion one is as high quality as the Morrowind one. And I don't mean heads in the modding community, I mean heads in the gaming community.
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Post by Haplo »

First, thanks for the praise! We appreciate every bit of it.
Second, thanks for the thought out and well-phrased response/report on issues and things for improvement. Most of the time we get specific bugs that, while bugs, are minor and don't really affect everyone. We're glad to receive larger, more general issues complaints that allow us to adjust playability levels to be more equal and enjoyable.
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Post by Bloodthirsty Crustacean »

Mytch wrote:The longsword in the boat (Forgive me, the name has slipped my mind) seemed quite strong. I had 5 longsword skill when I got it and once equipped I was still pretty destructive. I was also surprised to see the 2.0 quality alchemy equipment, but in reality it doesn't make any difference. If people want to make overpowered alchemy items, they don't need high quality tools to do it. It really just makes it more useful for people who don't abuse it.
Hehe, it appears you found some of our 'treasure hunt' chests. You should have needed a special key to get into those, (and if not then there's a hitch there :?) and they are generally quite hard to find. I know the SecretMaster alchemy piece is in one, and the 'longsword' sounds like it might be the most rarest hidden piece of gear in this map right now, so it's understandable I'd hope that it is quite powerful. (As long, of course, as it is that one and you did need to use a special key to get it.)

So yeah, that good loot is there because it's a little reward for exploring so much. Such loot is not standard in TR, I hope :P.
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Post by Guest »

Actually, after completing a quest the NPC tells you right where it is and where to find the key. I wasn't sure if completing that quest triggers the key or the wreck being there, but that's how I found out about it.

The alchemy equipment I'm refering to wasn't specifically named the secret master (I'm not sure if it technically is or not though). The full set was located in a Telvanni tower on the northern peninsula just south of Firewatch and the peices were named after the tower owner. It was all out in the open. Although I didn't grab any of it, it didn't look like it would be too difficult to snatch.
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Post by Theo »

Ah! So you must be referring to Gwai-Lo. The enchanted ebony dai-katana that gives permanent bonus 25 to your sword skills. Then you must have completed lost fiancee quest. I thought this was a sufficient reward for such complicated quest, but perhaps it should be lowered a bit.
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Post by Tyrion »

Theo wrote:Ah! So you must be referring to Gwai-Lo. The enchanted ebony dai-katana that gives permanent bonus 25 to your sword skills.
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Post by Mytch »

About the alchemy equipment: I went back and checked yesterday and turns out you can't even pick the stuff up, so that's not really an issue.

Yeah, Gwai-Lo is what I was refering to. Was it a complicated quest? I just have a tendency to wander into every daedric shrine I see. It was a pretty difficult one (Although the last room I skipped the enemies thinking they were friendlies, as when I was sneaking I was able to pickpocket and converse with them, but upon my second entry they were much less tolerable to me being there). Once I got to the end I just talked to the woman, grabbed the key that was in that room, and met her where she said she was going. If there is a lot more to the quest, maybe she shouldn't appear there until you've started some of it. I'd like to see a little more of the quest.

Also, that reminded me of another thing. Personally, I think the Daedric Naginata should have more rounded damage stats. Although it is technically a spear weapon, it's also bladed and the blade is swung in both the chop and swing attacks. With a naginata this is often a much more damaging attack, as the length of the weapon increases the amount of speed the blade hits with. Although this is somewhat less effective on an armored opponent, I think being a naginata and not a standard spear, it should have stats that reflect that.
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Post by battlebrain »

I love this mod...only problems I've had were some minor quest direction dialogues, which I've talked about in the help forum. The Mithras quest line was very well done, and the dungeon crawl through the catacombs was amazing. And I really tried hard not to let Simeth die (and he didn't :) because after all the dialogue and quests with him I felt attached. Which is good. And the ending sequence of the catacombs was just fantastic. So nice to see a Telvanni Lord who actually takes action! And the rewards were just what I was hoping for: a couple valuable and unique artifacts and lots of gems and such (from the Inner Sanctum). I hope to see some more fantastic Telvanni quests in the final version.

And as a Telvanni player, Port Telvannis was absolute gold. I spent several hours just exploring it. So much better than Sadrith Mora, IMHO, as it should be. Firewatch was also impressive. I could have gone for a few more Mages Guild quests, but I'm sure there will be more in the final release.

But the best thing was wandering. As a mage character (level 35, magic skills all in the 80s and 90s) I managed to find a couple dungeons that challenged my skills, like the Ashamuz (I can't remember what it's called) Daedric ruin. That was an awesome dungeon crawl, and just challenging enough to be fun. The spellcasters in there (the one up by the statue and the one in the Sacrifice Pit) were much more powerful than the weakings on Vvardenfell. Although maybe WGI and a Smarter Casters mod I have installed could have played a part in that. In any case, my mage got into some truly spectacular magical duels as have never been seen on Vvardenfell or even in the expansions. So much fun.

One last thing...as a true role-playing alchemist, I collect all the ingredients I find. Thanks, whoever put all those comberry bushes in the wilderness. I could never find enough comberry on Vvardenfell for my potions. Strange...I always had Daedra Hearts, Vampire Dust and Void Salts in abundance, but simple, cheap comberry was hard to find. So thanks for that :) Can't wait to dive into the Mages Guild and House Telvanni in the final version.
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1st impression...

Post by zelurker »

I thought this forum would be flooded with posts now that you have a beta running so well, but since there are not so many of them, here are my 1st impressions !

1st, I run this on a french morrowind version, after having used an program to automagicaly translate the strict minimum, so there are probably issues (like the mage guides who can make you travel only between firewatch and BO). But anyway until now it seems very playable ! And I use mw_fps_opt v2, which gives me the complete world map which is rather convinient.

So 1st, it's HUGE !!!
I guess I forgot how it was the 1st time I arrived in Balmora, but I had to spend a few hours just to visit Firewatch, just to have a look and talk to npcs !
Now the quests, well for now I have made only a few quests from the mage guilds + the giant insects in Bal Oyra since you stumble upon them while doing the mages quest...
The eyestar : with my 1st save, I could harvest only 1 of them, after that all the others failed, and I couldn't find 1 anymore ! After reloading, I could harvest 3 of them in a row without problem, so maybe there should be a warning of some kind here, because it can be a problem !
The giant insects : they look impressive, but in fact they are rather weak. I play with a 10th level char (who has just finished the blye citadel mod, a french mod, so he has a very good equipement now, but he is still only 10th level), and usually he needed only 1 hit of his sword to kill 1 insect, 2 hits at max. Was it intended ? Is there a preferable char level to play this area ?
By the way, firewatch refused to give me the raiders quest because they said that my level was too low... Well with 80 in sword and the kind of sword he has, maybe he should be allowed to try it anyway !

That's all for now, but anyway congratulations for your work, it's really impressive, big thanks for it !
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Re: 1st impression...

Post by osiris »

zelurker wrote: By the way, firewatch refused to give me the raiders quest because they said that my level was too low... Well with 80 in sword and the kind of sword he has, maybe he should be allowed to try it anyway !
If I recall correct, your reputation needs to be at least 20 to get the riders quest. So it's not a matter of level.
The muskflies quest: yes, what you suppose was intended; for obvious reasons, the creatures' level can't be too high... That quest is just fun as is. :)
Harke the Apostle, Sun Jul 13, 2008 7:26 pm
My book sucks cause it´s a vampire.

Hemitheon, Thu Jan 29, 2009 8:51 pm
*sarcastic*
You know what's also popular? Enormous flying cities and ridable dragons. Maybe TR should invest in navigable ships and underwater cities.
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Re: 1st impression...

Post by zelurker »

osiris wrote:
zelurker wrote: If I recall correct, your reputation needs to be at least 20 to get the riders quest. So it's not a matter of level.
Ok, it makes much more sense then, but I guess I am very far from having it then because blye doesn't touch the reputation, so my reputation is still 1 !
The muskflies quest: yes, what you suppose was intended; for obvious reasons, the creatures' level can't be too high... That quest is just fun as is. :)
Quite impressive then !
Was there a way not to kill the culprit to be able to empty his cauldron ?
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Re: 1st impression...

Post by osiris »

zelurker wrote:Was there a way not to kill the culprit to be able to empty his cauldron ?
Sure (many quests features multiple paths), but if I recall correct you need to be a member of Mailand House Telvanni to unlock this chance. Hum, or maybe you just haven't noticed the other dialogue options?
I tested the quest a long time ago, I don't remember all the variables actually.
And if you will need other hints later, remember to refer to the [url=http://tamriel-rebuilt.org/old_forum/viewforum.php?f=217]help, Walkthrough and Spoilers Forum[/url]. :)
Harke the Apostle, Sun Jul 13, 2008 7:26 pm
My book sucks cause it´s a vampire.

Hemitheon, Thu Jan 29, 2009 8:51 pm
*sarcastic*
You know what's also popular? Enormous flying cities and ridable dragons. Maybe TR should invest in navigable ships and underwater cities.
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Post by Apocalypse »

The mod is quite amazing. It's thousands of times better than the average "Oh look, another crappy town" mod that I see all the time. As for the books, well, you don't even have to use the console and click on the book to tell if it was written by Betheseda or the TR team. The length feels more like an actual book compared to the 2 page paragraphs by Betheseda. For now, there are glitches etc, but that's what happens with Beta versions :D. Heh, I bet Betheseda had more than a few when they were starting out with Morrowind.

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Post by Zimnel »

Downloaded, played it a few hours and liked it a lot.
I expected no less :D
I've been following your work and installed previous version of map1 and I have to say this one, 2.0, has surprised me because of the many things I could find in it.
The variety of towns, the amazing dialogue, the many quests, the feel the whole thing is completed (but I know you have to implement your main quest).
What I mean is I had the feeling of the work done :)
All is ready for the player to enjoy and explore.

There's too many details to comment here, but the general feeling is very good, seriously. I did Firewatch and Bal Oyra quests, and I know there are a lot more (thanks, Vivec). The new factions are highly appreciated, and so the possibility to gain rank despite the fact we are Archmages or whatever in Vvardenfell.
Other details as new ingredients and objets are very appreciated too. I remember now that toy guar I buyed in the strider tower market and I'm still laughing at the thing. I wished that toy was real! (no guar toys in my whereabouts).

Sure it has some things to be fixed, but I've still not found one.

I have a question as a player of map 1, Telvannis. Will you add some houses for the player to buy? I got that one in Bal Oyra from that smoke-fool, but a little one for buy in major towns will be appreciated.

Thank you for this release, I'm very excited about second map (Antediluvian Secrets), and it seems it's almost done.
I can't wait to play it ;)

Congratulations to the whole team who has made this possible. I'm re-enjoying Morrowind thanks to you ;)
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osiris
TR Tester
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Post by osiris »

Zimnel wrote:Will you add some houses for the player to buy?
The team will not add buyable houses to Map 1, sorry; you will probably come across to a vacant housepod in Gah Ouadaruhn very soon though. However, I guess that some modders will release their own housemods when the final release will be out, as Trunksbomb already did with his Ranyon-ruhn house. Check PES. :)
Harke the Apostle, Sun Jul 13, 2008 7:26 pm
My book sucks cause it´s a vampire.

Hemitheon, Thu Jan 29, 2009 8:51 pm
*sarcastic*
You know what's also popular? Enormous flying cities and ridable dragons. Maybe TR should invest in navigable ships and underwater cities.
Meowakin

Alchemy Ingredients

Post by Meowakin »

I haven't played it much, but so far, awesome. I really like the multiple choice quests, as its fun to help the Telvanni (my faction) sabotage those blasted Imperials. Anyways, aside from the awesomeness so far, I'd like to ask...why are the alchemy ingredients so freaking heavy? A flower should NOT weigh as much as a chunk of meat, nor should a gem. I have a habit of collecting every alchemy ingredient I can get my hands on, whether I'll use them or not. With those weights, its very difficult for me to lug them all around or even store them.

I look forward to the other maps, this is truly an outstanding project.
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Haplo
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Post by Haplo »

Thanks, I'll fix those soon.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

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PCgamerdude
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Post by PCgamerdude »

there is a small problem with the Firewatch's gates
It is possible to look through a crack near the edge of the gate and click on the gate bar thus opening the gate I don't think it's fixable but almost unnoticeable if you aren't informed about it
Every fight is a food fight if you're a cannibal!
NormanK
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Post by NormanK »

I'll start off by admitting, that I too had little faith in the accomplishment of this project, so my hat is off to every contributor to the mod. Well done indeed!

I have to say, that the sheer scope of the thing deserves to be awed: Firewatch alone could easily compete with the cities of Oblivion for example. Asides the size factor, the quality seems as equally enormous: both the towns and the caves hold more innovation than any of the spots in Vvardenfell. The countryside did seem somewhat empty on occasion, but that was actually a welcomed change. Hunting in Tamriel hasn't been as fun for me for a long time :)

There were some stability issues ([url=http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=20812]such as contious crashes in a Telvanni town[/url]), and troubles with getting through thight spots (being a level 4 Breton mage means I'm not the most agile of folks :P), and I understand not all quests have been implemented. Also last, but not certainly not least: the evil breed of Cliffracers is absent!! (you have no idea how disgusthed I was to spot a whole flock of them as I was on my way back from the mainland)

But I really think you've beaten Betheseda in their own game, easily.

---
Some ideas/questions did spring to me as I was wandering the mainland.

1)The forums could really use some FAQ sticky on the current build. For both the questions about the sliced world map, as well as information about various factions (such as: which of them can be joined at the current version, and where)

2)Will the mainland and Vvardenfell version of factions be merged?

3)There could really be an easier way to mainland than run across water.

4)I hear you have a stance
TR will not accept mods that add, change or delete content from the original Bethesda work on Vvardenfell.
but is it likely to expect quests of some sort, that take place on both sides of the Inner Sea?
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