Things that need to be done in Data and Map1/2 *IMO*
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Things that need to be done in Data and Map1/2 *IMO*
This thread is intended to discuss what we think is currently wrong, without being technically a bug, with the current release. Therefore, it's kinda subjective, and thus open to debate.
Data:
- The Baker NPC class needs to have skills and related stuff that makes sense for such a class, instead of being über warriors. I'd model them on the Publicans, with Alchemy (as a rough equivalent of cooking) instead of Security. So: Personality/Intelligence, Stealth, primaries: Alchemy/Speechcraft/Mercantile/Sneak/Light Armor/Security, secondaries: Block/Blunt Weapon/Hand to Hand/Medium Armor/Spear.
Map1:
-Milia Norethi, her dialogue and her boat need to be excised from Port Telvannis. Beside, if you ask her about Port Telvannis, she'll tell you herself that the docking fees for boat here are insanely high, because this is what all shipmasters say, because there wasn't any shipmaster here to begin with so I don't know why she was added later in contradiction of everything. Further, she connects to Helnim. Hello? This doesn't make sense at all! She'd have to go all the way around the Dolmolag and Neidweisra peninsulae. PT is in the Padomaic Ocean, Helnim is in the Inner Sea. She makes about as much sense as a ship between Vos and Hla Oad.
And finally she's completely unneeded because there are already two therionauts at PT who have room free for more destinations in map2 and 3, so adding a shipmaster here is stupid.
-There is no inn, tavern or hotel at all in Port Telvannis. If possible, something should be done in the Avenue, perhaps in a new "basement wing", so that people have a place to sleep.
Map2:
-Helnim needs a mages guild relay. It doesn't need to be bigger than a closet. It should link to and be linked from Firewatch and Bal Oyra.
-Most of our map1 travel services have not been expanded for Map2, this needs to change. None of our Map1 or Map2 travel services use all of their four slots. We've got five strider ports, that mean that each could link to the other four. I can understand wanting to leave room for Map3 locations as well, but that excuse is flimsy for Map1 travel services because I don't expect to see a Bal Oyra-Almalexia direct line. (While travel lines should usually be two-way, one-way lines are acceptable if they're not the norm.)
Data:
- The Baker NPC class needs to have skills and related stuff that makes sense for such a class, instead of being über warriors. I'd model them on the Publicans, with Alchemy (as a rough equivalent of cooking) instead of Security. So: Personality/Intelligence, Stealth, primaries: Alchemy/Speechcraft/Mercantile/Sneak/Light Armor/Security, secondaries: Block/Blunt Weapon/Hand to Hand/Medium Armor/Spear.
Map1:
-Milia Norethi, her dialogue and her boat need to be excised from Port Telvannis. Beside, if you ask her about Port Telvannis, she'll tell you herself that the docking fees for boat here are insanely high, because this is what all shipmasters say, because there wasn't any shipmaster here to begin with so I don't know why she was added later in contradiction of everything. Further, she connects to Helnim. Hello? This doesn't make sense at all! She'd have to go all the way around the Dolmolag and Neidweisra peninsulae. PT is in the Padomaic Ocean, Helnim is in the Inner Sea. She makes about as much sense as a ship between Vos and Hla Oad.
And finally she's completely unneeded because there are already two therionauts at PT who have room free for more destinations in map2 and 3, so adding a shipmaster here is stupid.
-There is no inn, tavern or hotel at all in Port Telvannis. If possible, something should be done in the Avenue, perhaps in a new "basement wing", so that people have a place to sleep.
Map2:
-Helnim needs a mages guild relay. It doesn't need to be bigger than a closet. It should link to and be linked from Firewatch and Bal Oyra.
-Most of our map1 travel services have not been expanded for Map2, this needs to change. None of our Map1 or Map2 travel services use all of their four slots. We've got five strider ports, that mean that each could link to the other four. I can understand wanting to leave room for Map3 locations as well, but that excuse is flimsy for Map1 travel services because I don't expect to see a Bal Oyra-Almalexia direct line. (While travel lines should usually be two-way, one-way lines are acceptable if they're not the norm.)
A Mages Guild presence needs to be added in one of the caves outside of Helnim (if there isn't a cave, add one?), since they got run out of the town by the Telvanni presence.
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I kind of always thought that Port Telvannis should have a Morag Tong guildhall. The principle for joining is the same as it was in the vanilla game, so you wouldn't be able to join at the guildhall, and you wouldn't even necessarily have to give them quests. I just thought it would make more sense.
Oh and I guess an inn there too would probably also be good.
Oh and I guess an inn there too would probably also be good.
That's dumb. If the Telvanni are being hostile, would they rather go out in the wilderness where they can be slaughtered by a bunch of marauders, or in the basement of the Helnim Hall where they're protected by the Imperial Legion? If it's a question of economic competition, the Mages Guild has a monopoly anyway, and I don't see how getting out of the town would help.Haplo wrote:A Mages Guild presence needs to be added in one of the caves outside of Helnim (if there isn't a cave, add one?), since they got run out of the town by the Telvanni presence.
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Re: Things that need to be done in Data and Map1/2 *IMO*
TF harassed me about getting it done, and [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=249674]now you aren't going to use it?[/url] It's tiny hole in the wall. There isn't anything there except a crappy alchemist and a guild guide.Gez wrote: Map2:
-Helnim needs a mages guild relay.
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We are using the mages guild relay, I don't know how everyone forgot about it.
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Mephalain was just the way we turned Mephala into a descriptor. If we change it we need to make sure we catch all instances of it. Mephalan would probably be the alternative.
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Ah. As I have yet to travel to Helnim, I had no idea if it was being used or not.Thrignar Fraxix wrote:We are using the mages guild relay, I don't know how everyone forgot about it.
'What if man is not really a scoundrel - man in general, I mean, the whole race of mankind - then all the rest is prejudice, simply artificial terrors and there are no barriers and it's all as it should be.'
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I don't know if it is there actually, if it isn't it will be placed there.
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The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
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Fun is bad - Haplo
Morrowind Reviews: 1640
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The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
The Map2 map scrolls (TR_sc_map2**) are named "Sacred Lands"... While they do have Necrom because they were made before map split, the name is inappropriate. Each should have its own name, referring to the main city on that part of the map.
map2nw.dds refers to Darconis, it should be Helnim now.
TR_sc_map2half should be TR_sc_map3half BTW.
map2nw.dds refers to Darconis, it should be Helnim now.
TR_sc_map2half should be TR_sc_map3half BTW.
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Re: Things that need to be done in Data and Map1/2 *IMO*
Where do you think's missing? I set them up, because no one else was willing, and I added in all the logical points of connection.Gez wrote: Map2:
-Helnim needs a mages guild relay. It doesn't need to be bigger than a closet. It should link to and be linked from Firewatch and Bal Oyra.
-Most of our map1 travel services have not been expanded for Map2, this needs to change. None of our Map1 or Map2 travel services use all of their four slots. We've got five strider ports, that mean that each could link to the other four. I can understand wanting to leave room for Map3 locations as well, but that excuse is flimsy for Map1 travel services because I don't expect to see a Bal Oyra-Almalexia direct line. (While travel lines should usually be two-way, one-way lines are acceptable if they're not the norm.)
The only things that I didn't do are, for instance, Tel Muthada -> Bal Oyra, or Alt Bosara -> Gah Sadrith, because the distances were insane, and there were suitable waystations (TM->RR->BO ; AB->Ll->GS etc.)
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
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"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
The BookArt maps are a disaster, aren't they? Firewatch_AA01 still shows the Bridge to Vvardenfell. Names such as Gah Ouadaruhn or Darconis are still around. On Baloyra_AA01, Bahrammu is called Abaelun Mine! For fuck's sake, [url=http://www.uesp.net/wiki/Morrowind:Abaelun_Mine]Abaelun Mine[/url] is a Bethesda interior that's in the West Gash!
They also aren't very necessary anymore. As I understand it there are multiple ways to get around the awful map issue.
If anyone wonders why I've been so active recently, I have 3 essays due next week and I need something to help me procrastinate. :-)
If anyone wonders why I've been so active recently, I have 3 essays due next week and I need something to help me procrastinate. :-)
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If we have loads of time/people availiable, one thing I think Map 2 could do with is if someone went round the exteriors and fixed some of the more dodgy areas. In particular, the 'top strip of cells' of Map 2 (with Baldrahn, and that Dwemer ruin, all the way to the west side) are significantly different in style and quality to the rest of the Map.
Another thing that a really bored exteriorer could do also is expand the level of detail in TR's seas, particularly off the east coast, where theres a pretty much instant collapse in detail. Particularly noticable on the world map.
There could also do with being more islands between TR lands and Vvard on the west side.
Another thing that a really bored exteriorer could do also is expand the level of detail in TR's seas, particularly off the east coast, where theres a pretty much instant collapse in detail. Particularly noticable on the world map.
There could also do with being more islands between TR lands and Vvard on the west side.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
I guess I can post them here in case I accidentally delete my file. Some things needing to be done for TR_Data that I cannot do:
-Get icons for Necrom armor
-Get someone to fix the Daedric Bats (isn't some new guy doing this?
-Fix the blue glowingness of TR_ex_ind_bridge05!!! Dirty Majra... (The bridge used to connect Almalexia to the capitol of Mournhold, leading up to the Gates of Symmachus)
-TR_ex_Imp_GateSmall01 opens really fast, and has no sound.
-Get icons for Necrom armor
-Get someone to fix the Daedric Bats (isn't some new guy doing this?
-Fix the blue glowingness of TR_ex_ind_bridge05!!! Dirty Majra... (The bridge used to connect Almalexia to the capitol of Mournhold, leading up to the Gates of Symmachus)
-TR_ex_Imp_GateSmall01 opens really fast, and has no sound.
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If you can't find a way of modifying the object, this script will do it. Just place it on TR_ex_Imp_GateSmall01 - it will work for all references (it's not location specific). It adds the same sounds as the Firewatch gates and opens at the same speed as them. It also closes automatically if you change cell and are more than 2000 game units away, but if you don't want that, I can remove it easily.Haplo wrote:-TR_ex_Imp_GateSmall01 opens really fast, and has no sound.
For both instances of this gate in Helnim, the landscape around the gates need to be flattened so the gates don't pass through the earth.
Edit: this has been dealt with
Last edited by MMMowSkwoz on Wed May 27, 2009 11:05 pm, edited 1 time in total.
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Thanks M3S. I'm working on a slightly updated TR_Data.esm to upload later today, and this will be included in it.
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Had some fun with photoshop this morning:
[url=http://img15.imageshack.us/img15/584/testlly.jpg][img]http://img15.imageshack.us/img15/584/testlly.th.jpg[/img][/url]
Added the file below. Not all the armor parts where properly named to the icons. Like the gauntlets and helmet need to be adjusted.
[url=http://img15.imageshack.us/img15/584/testlly.jpg][img]http://img15.imageshack.us/img15/584/testlly.th.jpg[/img][/url]
Added the file below. Not all the armor parts where properly named to the icons. Like the gauntlets and helmet need to be adjusted.
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So the player would not be able to become a mouth of House Telvanni the mainland.
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[url]http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=19604[/url]Gez wrote:Anybody has any idea why our Telvanni have a "Caster" rank where the Vv. branch has a "Mouth" rank? Is it deliberate or a bug?
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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We should also begin to make a faction for the Imperial Archeological Society, there is no currently and it has to be included in TR_data. (Since it appears in several maps)
I suggest 'university' ranks for it, so you could begin as Student and end up as Dean.
For skills, mercantile should be in it, unarmored too, probably hand-to-hand. possibly security, enchant, perhaps armorer.
For attributes I was thinking about Agility and Intelligence.
I suggest 'university' ranks for it, so you could begin as Student and end up as Dean.
For skills, mercantile should be in it, unarmored too, probably hand-to-hand. possibly security, enchant, perhaps armorer.
For attributes I was thinking about Agility and Intelligence.
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So what would the ranks be?
Student
Graduate Assistant
Doctoral Student
Associate Professor
Professor
Professor with Tenure
Associate Chair
Chair
Associate Dean
Dean
Or something like that? Perhaps part-time and full-time students?
Student
Graduate Assistant
Doctoral Student
Associate Professor
Professor
Professor with Tenure
Associate Chair
Chair
Associate Dean
Dean
Or something like that? Perhaps part-time and full-time students?
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Why should you give them university ranks? They are archeologists.theviking wrote:We should also begin to make a faction for the Imperial Archeological Society, there is no currently and it has to be included in TR_data. (Since it appears in several maps)
I suggest 'university' ranks for it, so you could begin as Student and end up as Dean.
For skills, mercantile should be in it, unarmored too, probably hand-to-hand. possibly security, enchant, perhaps armorer.
For attributes I was thinking about Agility and Intelligence.
Local Area topic in TEl mothrivra: When I created this file I didn't know that there was a settlement called Hla Bulor. I should have looked more to map2a1. You may add a small description of Hla Bulor and rename Gah Oudaruhn to LLothanis.
The road transition between cell 34,8 and 35,7 isn't optimal. I see some texture errors (and 3 road textures).
latest rumors topic in Tel Mothrivra: "If you like reading literature, you should see The Telvanni Library north of here. And I don't mean the library in Firewatch." It should be northwest.
Some cells of the boethian mountains region are underdetailed like 34,4 and 33,4. Those cells don't have flora.
Okay, so I propose ranks that are more appropriate to archaeologists:blackbird wrote:Why should you give them university ranks? They are archeologists.
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