Map 6 Download (Narsis/Tear)

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Map 6 Download (Narsis/Tear)

Post by Haplo »

Map 6

Includes: Alpha Version - Exteriors
-----------------------------------------
Data Files for Map 6
TR_Data.esm & TR_Data.bsa are required for Map 6 to run properly. They can be found in the Objects of Tamriel link at the top of the board.

Newest ESP as of August 23, 2009: v0.07

Download Here or Below:
[url=http://tamriel-rebuilt.org/files/TR_Map6v.07.7z]Map 6[/url]
Last edited by Haplo on Mon Aug 24, 2009 1:34 am, edited 3 times in total.
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Post by Thrignar Fraxix »

I can't get this to work. I load it up and it freezes when all the items have been loaded.
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Post by Haplo »

I'll fix that tonight
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Post by Haplo »

New version posted. Could someone download this one and tell me if they can load it?
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Post by CleverClothe »

Loads for me.
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Post by Haplo »

Awesome, thanks much CC!
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Post by Adense »

eh, is this the real Map6? cuz when I go anywhere south of Mournhold/Almalexia the game crashes. And on the map the land just stops.
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Post by Haplo »

I'm not sure what the crashing bug is, it might be that one cell in Almalexia that CTDs. Try getting to Map 6 via another route other than Almalexia.

The map problem, however, is hardcoded into the game, and only MGE or something like that, View Extender or some Infinite View Distance mod can 'fix' it.
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Post by Adense »

i tried to go into map 6, at the map3/map6 border south of Old Ebonheart too. it crashed too :S
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Post by Andres Indoril »

Haplo: FPS Optimizer actually :P
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Post by Tyrion »

Probably a part of map6 that was still dependent on the old data files.
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Post by Jacurutu »

Have there been any updates to this recently? Newest update as of about a year ago.
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Post by Haplo »

Tiny update. Just uploaded it.
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Post by Kasan Moor »

I know this is the last map we will be working on, but what's the status on Narsis at the moment? The last thing I know was that prometheus was working on it and it had a lot of custom meshes with an unbelievable polycount. And that's a couple of years ago.
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Post by Haplo »

This is what it looks like now:

http://tamriel-rebuilt.org/old_forum/download.php?id=16207

http://tamriel-rebuilt.org/old_forum/download.php?id=16227
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Post by Nemon »

whoa, little did I know...
And yes, some of the models had extreme polycount. But never before have we seen something so grand as Narsis...
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Post by Kasan Moor »

Wow, looks good Haplo. But what I remember from Narsis is that is was even bigger then what it is now, no wonder it fried computers.

Damn, seeing this and the other places (Almalexia!) really makes me remember that this project really does Tamriel's grand image justice, and even more. And it's maybe even better then what Bethesda would have done, would they have created the whole of Tamriel. More so if we count Cyrodiil as it is in Oblivion. What I see in Oblivion is just not what I imagined playing Morrowind and knowing about the Imperial City. Hammerfell is a huge improvement, but something about all this makes me wonder. What if we had all the people, resources and time needed, and we made the whole continent of Tamriel on the Morrowind engine, with the vision and detail this project has. Our own Cyrodiil, Skyrim, Hammerfell, Summerset Isle.. I think that the feeling that game would have would be infinitely better then when we created the whole of Tamriel in Oblivion.
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Post by Sload »

Thankyou for the compliments.
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Post by Haplo »

Yes, Adanorcil did the staircase.
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Post by daedren »

Kasan Moor wrote:Damn, seeing this and the other places (Almalexia!) really makes me remember that this project really does Tamriel's grand image justice, and even more. And it's maybe even better then what Bethesda would have done, would they have created the whole of Tamriel. More so if we count Cyrodiil as it is in Oblivion. What I see in Oblivion is just not what I imagined playing Morrowind and knowing about the Imperial City. Hammerfell is a huge improvement, but something about all this makes me wonder. What if we had all the people, resources and time needed, and we made the whole continent of Tamriel on the Morrowind engine, with the vision and detail this project has. Our own Cyrodiil, Skyrim, Hammerfell, Summerset Isle.. I think that the feeling that game would have would be infinitely better then when we created the whole of Tamriel in Oblivion.
Oh, Narsis is looking really good!
I agree with Kasan. When Oblivion hadn't come out yet, and we all were playing morrowind, I imagined Cyrodiil quite different. It would have a different atmosphere, different people, the places would be different. That's why Morrowind is, IMHO, the jewel of TES games at the moment. Its atmosphere, its mysticism, its magical feeling... I don't know, it makes me feel kinda strange. But it's a good feeling.
And I believe that if we had time to recreate all Tamriel in the morrowind engine, that would be the greatest and best mod out there.
Just look at Morrowind province! Almalexia, Narsis, Necrom, Port Telvannis, Old Ebonheart... and so many other cities! Bethesda wouldn't make Morrowind mainland like we do, but i understand that -- they have time limits, otherwise fans get crazy. But I really think we're making the Morrowind mainland the way I imagined it, when playing morrowind -- a mystical land with huge, epic cities and weird people.

Narsis is gonna be great.

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Post by Haplo »

Map 6 has been updated to include 6-5-Hla, mostly for the new/final version of Narsis. So if you want to check it out for your interior claims or just out of curiosity, here it is. You will need the latest versions of TR_Data.esm and TR_Data.7z that were just uploaded a few minutes prior to this.
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Post by Nemon »

Current status of map 6. Cell names are completely off, and it's dirty at the moment. I will elaborate on this to do list.

What needs to be done:

- Settlements, roads and general demographics decided
- Regions conceptualized
- Landscape shaped, rivers and roads painted
- Cell named TR_6_## (claim no)
- Necessary statics made
- Tons of work

Current file has most cells prefixed with "xxx"'s.
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TR_Map6_heightmap.rar
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(4.99 MiB) Downloaded 351 times
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Post by arvisrend »

The current file edits several map4 cells far from the sourthern border: (-15, -7), (-16, -7), (0,-15), (3,-15) (at the very least). Should something be done about it?
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Post by Haplo »

Yeah, those should be cleaned out with TESAME
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Post by rot »

Moving this back out of archives. I'm assuming [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=24665]this file[/url] is now the one containing m4 and m5, but this one isn't merged anywhere else.
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Post by sasquatch2o »

wow. lol

In all seriousness I think this should be merged into an interior alpha and continue from there. Important locations could be modified as needed, then we eventually overhaul the whole thing. We could rely primarily on fast travel to allow player to avoid unfinished wilderness areas while major destinations and main paths between them are fleshed out.
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Post by Seneca37 »

Here is the latest Map 6 from Swiftoak.
According to him the only usable portions are the heightmap, and Narsis.
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Post by Gnomey »

This is the clean version of Map 6 Swiftoak used when merging TR_in-Dev. The Map 6 files above use unique textures and meshes (mostly retextures). Those have been cleaned from this file. Many Vvardenfell cells and several TR cells like Verarchen were also dirty and have now been cleaned. I must confess I have not had time to check this file extensively, but a quick glance around it in the CS revealed no errors, though all the landscape textures have been cleaned out.
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TR_SouthMorrowindNemon.7z
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Post by Cicero »

Would it be possible to include almalexia with this? I know it is being re-done, that's why I was wondering. Thanks

Curious to see what the current version of it looks like before going to the drawing board. Might be able to help with any ideas.
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Post by Gnomey »

We are actually planning to include Almalexia as-is in the next TR_Alpha file; I don't want to make any concrete promises but the new alpha should be released very soon.
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Post by Guest »

Nice. Thanks gnomey
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Post by Cicero »

Sounds good :). How big is almalexia anyways? I heard it was 9 cells
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Post by Gnomey »

We wish! 26 laggy cells, forming an almost perfect square. Edit: 21 if you were to cut out Mournhold; the current Almalexia was still designed with the idea that Tribunal's Mournhold would be integrated within our Almalexia as its own worldspace.
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Post by Cicero »

huh. Well then lol. that's quite.....well, huge lol.
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