Map 3 Download (Almalexia/Old Ebonheart)

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

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Gez
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Post by Gez »

Haplo wrote:Must be an .ini tweak. Mine does it that way
Really? Here's something you can do to test: a touristic trip to Solstheim. Go to the Isinfier Plains, the Moesring Mountains, or the Hirstaang Forest. Tell me if you see "Region" appended there.
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Post by Haplo »

I was kidding
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Post by Thrignar Fraxix »

Haplo, upload the file with the almas thirr exterior please.
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Post by pacificmorrowind »

Hi Found some errors:

[b]Missing Objects (ID's changed):[/b]
Missing object "TR_ex_longboatTF01" for reference during cell "Old Ebonheart" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-310-Ind" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_2&3" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_2&3" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_2&3" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_2&3" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_2&3" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_2&3" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_East_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_4&5" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_6&7" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_6&7" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_6&7" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_6&7" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_6&7" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-32_West_6&7" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-108_07" load.
Missing object "TR_act_De_Bed_02" for reference during cell "TR_i3-119, Upper Floor" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-20-Ind, 2 Saint Nerevar Lodge" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-36, 4 - Apartment Building" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-261-Ind" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-261-Ind" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-86 Dalamus Theray: Pawnbroker" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-100-Ind" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-178" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-294 2, Apartment Building" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-294 2, Apartment Building" load.
Missing object "TR_act_De_Bed_02" for reference during cell "TR_i3-294 6, Apartment Building" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-294 6, Apartment Building" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-33" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-33" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-33" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-35 #2" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-35 #2" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-35 #2" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-35 #2" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-88_02" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-88_02" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-88_02" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "TR_i3-216-Imp" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "TR_i3-276" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "Old Ebonheart, Imperial Archaeological Society" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-273 Cirwena, Pottery and Glassware Trader" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "TR_i3-277_01" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "TR_i3-289_Upper Floor" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "TR_i3-289_Upper Floor" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-151 North Tower" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-151 North Tower" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-151 South Tower" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-151 South Tower" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-393-Ind" load.
Missing object "TR_act_De_Bed_06" for reference during cell "TR_i3-398-ind" load.
Missing object "tr_furn_com_rug_sq01" for reference during cell "TR_i3-400 Sandil Manor" load.
Missing object "TR_act_de_Bed_05" for reference during cell "TR_i3-592-Imp" load.

[b]bad spots in the exterior[/b]
Near Old Ebonheart, Fort Wavemoth:
Terrain_rocks_WG_03 Old Ebonheart, Fort Wavemoth (6,-17)
55147 -135948 892 "see under side of rocks (which do not exist!)"

Terrain_rocks_WG_03 Old Ebonheart, Fort Wavemoth (6,-17)
55595 -136481 890 "see under side of rocks (which does not exist!)"

flora_tree_wg_05 Old Ebonheart, Fort Wavemoth (6,-17)
55195 -137121 1247 "see through roots"

Also other problems near those three (lots of other rocks in the piles of the rocks I selected.

Pacific Morrowind
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Post by Thrignar Fraxix »

I don't know why you don't have any of the beds, but I assume that can be fixed by a TR_Data update.

As for the errors near fort Wavemoth, there were some terrain problems there that haven't been fixed yet. They will be fixed during detailing. In the mean time, how about you test map 1 or a finished map 2 detailing claim.
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Post by Gez »

These beds are not actually de beds, and so they've been renamed recently. The references have to be changed in the esm with enchanted editor.

Or you can play with the TR_Data.esm that is given with the mod, rather than the absolute latest.
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Post by Haplo »

Yeah I gotta fix that. PS Gez this is Map 3 not Map 1
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Post by Gez »

Haplo wrote:Yeah I gotta fix that. PS Gez this is Map 3 not Map 1
I know, but the TR Data given with the mod will still work. :P
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Post by Aeven »

I saw quite a lot of landscape texture seams when going to Almalexia from the north-west. And I often get crashes when near Almalexia.
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Post by osiris »

@Aeven: yes, both are very well known problems. The texture seams / landscape tears are the result of exterior claims merging, the CTD near the Silt Strider port is due to a Bethesda bug which has been already fixed for someone by making that part of Almalexia as a new region. The next version (which will include all the new completed interior claims and the southern part of the 'old' Map 2) will have this CTD fixed.

Map 3 is still very WIP, so of course there are errors.
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*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 Hemitheon »

Well me just say that I have the most updated version of Map3 (7/6/08)and for a while there were no CTDS in the Stilt Port, but suddenly, I started getting them again. And no I do not have 2 versions of Map3, nor have I updated my version. So I dont know what's wrong with it.


NOTE:
Haplo, its Triffith Sandil Plaza, not Triffith Sandril
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Post by Haplo »

Really? 'cause Sandril is so much cooler than Sandil
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Post by Hemitheon »

Then just cut off "Triffith". Sandril Plaza
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Post by Haplo »

Why can't we have all of it?
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Post by Nomadic1 »

Triffith Sandil is that guy's name. The full name followed by plaza sounds better than than just the last name and plaza.
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Post by immortal_pigs »

I'm pretty sure it was "Sandril" in the Hero of the Indoril book. [or maybe not?] But Sandril sounds better then Sandil.
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Post by Hemitheon »

Sandil sounds much better. It sounds much cleaner than Sandril. In the Poison Song it's Sandil.
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Post by Haplo »

Sandil it is then, I guess.
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Post by Aeven »

How do I get a file more recent than the one in the first post? I keep getting all sorts of TR_Data errors.
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Post by Hemitheon »

that IS the most recent
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Post by Bloodthirsty Crustacean »

For those interested, it looks like the issue of the Almalexia CTD may well have been [url=http://www.bethsoft.com/bgsforums/index.php?showtopic=881267&st=20]solved once and for all[/url] (check the bottom of this page), to a certain extent.

It requires a third-party patch to Morrowind, but people with this patch will be able to name that cell.

Just thought folks'd like to know. :))
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Post by Aeven »

That is indeed nice. The map fix to be expanded is being worked on, which is also great.
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Post by daedren »

Glad to hear that, as map 3 is one of my favourites :)

I haven't been around for some time, because I got some complications in my life. As soon as I'm done with them I'll return.

Despite my ausence, I've been always reading news about our team and so on. So I see work is being done well!

Hope to get to work as soon as possible!
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Post by Nomadic1 »

Is the Repairing the Cogs mod compatible with all language versions?
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Post by Bloodthirsty Crustacean »

I'd assume so. It's a patch to the .exe, not an .esp or anything dependant on languagey stuff, I think.

Of course, I'm not the guy to ask.
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Post by Gez »

Nomadic1 wrote:Is the Repairing the Cogs mod compatible with all language versions?
I doubt it, because the different versions have different exes IIRC, but TR isn't compatible with all language versions anyway.
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Post by MMMowSkwoz »

I know this has been mentioned before, but personally I feel being able to see a big empty space inside Mournhold really ruins the realism factor. And you just know people are going to try it, especially since you can't get in through the gates.

So in the spirit of procrastination, I put together a tiny add-on which prevents you going over the walls. It's consists of an item right in the centre of Mournhold with a script on it. As soon as you get within a certain distance of the walls and are above a certain height, the screen fades out and you are transported into Mournhold with the message:

"As the powerful magic of Mournhold takes hold, you feel yourself being transported.."

The script is only a local one so only runs in the 9 exterior Mournhold cells and will have a negligible effect on FPS.

The .esp is attached if you want to try it. I can change the message if you'd like and also the teleport location (if you'd like the player to be sent to jail in Almalexia or something). If you don't like it, I'll probably just make it into a 3rd party mod once Map 3 is released.

Edit: if you'd prefer something a little less elaborate, I can just disable jumping and teleporting in these 9 cells. Sometimes I get carried away..
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Map3_Mournhold_Barrier.ESP
Prevents levitation/jumping into Mournhold
(3.43 KiB) Downloaded 168 times
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Post by Aeven »

Neat :) I was thinking of making a mod that will place Mournhold into the exterior, but several meshes (walls!) don't exist to allow this, as they were designed for interior use.
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Post by Haplo »

Actually, you can get in through the Gates of Symmachus, and there will be dummy buildings in the exterior so that when people are high up and can see over the walls, it doesn't look empty.
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Post by MMMowSkwoz »

So is that a yay or a nay? Want me to change it at all?
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Post by Haplo »

Well I'm not really sure what your plug-in is for? Levitation will be disabled in Almalexia like it is in Mournhold, and we don't want to disallow players the option of swimming around in the waters around the capitol; after all I'm planning on there being lots of discarded goodies down there, and if they get teleported into Mournhold (not very lore-friendly or user-controllable, that) the moment they enter one of the 9 cells there they wouldn't be able to explore those waters or even small fractions of the city of Almalexia.

The Gates of Symmachus will be unlocked either upon the installation of Map 3 or upon the completion of the Tribunal MQ, I'm not sure which, although at the moment I'm leaning towards the former.
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Post by Gez »

Speaking about them, a tiny little comment.

The Gates as they are currently are activators, not doors. We should probably want them as doors so that the engine knows that Mournhold is connected to Almalexia and can place the player at the proper place on the world map. Since our maps are master files (ESM) and not plugin files (ESP), we cannot move or delete references, even from other masters. So we cannot simply replace the activators by working doors.

Therefore, the solution will be to place working doors slightly in front of the activators, just at the right place so they don't look out of alignment with the door jamb but do not cause texture bleeding or flickering.

Either that or we simply change the script so that it disables the gates.
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Post by MMMowSkwoz »

Haplo wrote:Well I'm not really sure what your plug-in is for? Levitation will be disabled in Almalexia like it is in Mournhold, and we don't want to disallow players the option of swimming around in the waters around the capitol; after all I'm planning on there being lots of discarded goodies down there, and if they get teleported into Mournhold (not very lore-friendly or user-controllable, that) the moment they enter one of the 9 cells there they wouldn't be able to explore those waters or even small fractions of the city of Almalexia.
That's not what this mod does. It teleports you if you get within a certain (very small) distance of the walls and are above a certain height (the height of the walls). There's no reason these two conditions would both be fulfulled unless the player was trying to get over the wall.

Since levitation will be disabled, this will prevent them from jumping over the wall to find the fake Mournhold inside. It has no effect on people swimming around in the water.

If you're not happy with the teleporting into Mournhold part (it is a bit dodgy, I know), any scriptable result can be placed there in its stead. I'm open to suggestions.

Re: the doors. Can you not just create a new door with the same gate mesh, then use search and replace?
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Post by Aeven »

That would require an ESP, as an ESM can't directly alter another ESM (although... Effe-Tei was modified by Map 1, correct?)
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Post by MMMowSkwoz »

Ah, you were talking about the interior gates *slaps forehead*. Sorry.
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Post by Gez »

Aeven wrote:That would require an ESP, as an ESM can't directly alter another ESM (although... Effe-Tei was modified by Map 1, correct?)
An ESM can alter anything in another ESM except the references. To change Effe-Tei, you change his NPC_ record, not his REFR record in the CELL where he is.
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Post by Aeven »

So the script could be made into one of teleportation?
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Post by Gez »

It could. But I'd prefer actual, real, the-engine-knows-what-it-can-do-with-it DOOR doors for reasons I've already cited.
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Post by Haplo »

How would that work?
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Post by Gez »

Automatically. I know, it's surprising to hear that the Morrowind engine is able to be smart sometimes, but it's true! It's very true! Your position on the worldmap is determined by looking for the shortest cell-path to the exterior if I'm not mistaken.

In Vanilla Morrowind, there is no cell-path to the exterior for Mournhold. The city is totally disconnected from the outside world, and the only way to and fro is through a script (which the engine isn't savvy enough to analyze as being a path for worldmap purposes). Therefore, Morrowind figures that since your worldmap position is unknown, it can as well keep you where you were -- Ebonheart. (If you went from Firewatch, you'll "stay" in Firewatch.)

And I am pleased to say that I am completely right. Because I've just tested it. And it's true. Which shows I am awesome.

Here is a short little story. There is no missing episode, I did not cheat somehow to obtain this fantabulous result which will stun the whole world. Only tool used were MGE and an MCPed Morrowind.exe with the map fix.
[url=http://img354.imageshack.us/img354/2784/mgescreenshot28os0.png][img]http://img354.imageshack.us/img354/2784/mgescreenshot28os0.th.png[/img][/url] [url=http://img175.imageshack.us/img175/3581/mgescreenshot29ww1.png][img]http://img175.imageshack.us/img175/3581/mgescreenshot29ww1.th.png[/img][/url] [url=http://img175.imageshack.us/img175/6720/mgescreenshot31oz5.png][img]http://img175.imageshack.us/img175/6720/mgescreenshot31oz5.th.png[/img][/url] [url=http://img53.imageshack.us/img53/6307/mgescreenshot32tp6.png][img]http://img53.imageshack.us/img53/6307/mgescreenshot32tp6.th.png[/img][/url]
As you can see, I was in Ebonheart, minding my own business, asking random women to whisk me away to Mournhold, when -- suddenly and for no reason that I could see -- I was whisked away to Mournhold. This had never happened to me before; usually I'd stay in Ebonheart. But my friend, Giant Floating World Map, convinced me this wasn't a dream, I really was in Mournhold. Woohoo! I had never set foot there before; you can see the world map is totally blank around me.

So, what happened? Why such a hallucinating result? Well, it just so happened that I had happened to use the word "happened" a bit too often. No, no, I mean, I had put a two-way teleporting door system between Sandril Triffith and Brindisi Dorom.
[url=http://img368.imageshack.us/img368/7513/omgitworksdh6.png][img]http://img368.imageshack.us/img368/7513/omgitworksdh6.th.png[/img][/url]

And now you know, and knowing is half the battle, and fighting is the other half, just so you know.

(I need sleep.)
Last edited by Gez on Fri Dec 12, 2008 12:42 pm, edited 1 time in total.
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