3-45-Ind: Almalexia and Mournhold. HOW?

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Enzo
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3-45-Ind: Almalexia and Mournhold. HOW?

Post by Enzo »

EDIT: IT'S IN THE FAQ AND I FEEL LIKE A HUGE TOOL. MY APOLOGIES.

I just spent the last hour or so combing through the forums with the search function, and I can't find anything at least in recent history discussing the exterior claim 3-45-Ind, so I've made this thread. I hope I'm not bothering anyone, but I can't get this question out of my mind.

I'm certain it's been discussed before, but I can't find any definitive answer.

My question is, of course: How has the TR team handled the "Mournhold problem"? Mournhold is a set of five psuedo exteriors as outlined [url=http://www.uesp.net/w/images/images.new/7/7c/Mournhold_map_Tribunal.jpg]here[/url]. Just by looking at those in-game maps, anyone can see that Mournhold is a puzzle that doesn't fit together the way the game would have us believe. The angles don't match up.

This becomes a problem when someone has to express those psuedo-exteriors in the exterior worldspace, right? I want to know how this problem was solved, or if it wasn't solved at all. I've seen posts suggesting that Mournhold be "Oblivionized", where there is a warp door leading to the rest of Almalexia that unlocks at the end of the Tribunal questline, but is that really a good option for a game where levitation spells run rampant and people can jump ridiculous heights, and how are you going to express those interior cells in the exterior world? Placeholders? What about the gaps expressed in the in-game maps?

Seems to me that the only really good solution would be to take everything from the pseudo-cells and put them into the exterior worldspace, inventing areas between the wall gaps or giving the walls angled thickness or something like trapezoids. I've never tried something like that in the CS, but I imagine it'd be very difficult, having to change the entire tribunal main quest to work in an exterior like that etc etc, though imo the end result would be worth it even if it became incompatible with other Tribunal mod (maps 4 and 5 probably conflict with every landmass mod ever, anyway, so incompatibility isn't exactly a worry I imagine).

3-45-Ind is marked as complete, so I presume this was solved somehow. I just really really want to know what you guys did, if someone wouldn't mind answering. <3
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Post by Night0205 »

Hey Enzo,
As far as I know, from hanging around here, they will have the warp door idea. For a couple reasons; the main reason being that they don't want to mess with the original game. As far as levitation and such goes, I believe TR has decided that if you are that ignorant to levitate over the entire wall and find nothing, then that's their problem. Yeah, so they are making it a lot like Oblivion, a fake exterior inside the giant walls. It's a special case, because of the original game.
Also, if you think about the MQ in Tribunal, it's easier to keep those doors locked until the MQ is finished, because of the Ashstorms that will take place.
Last edited by Night0205 on Mon Oct 19, 2009 6:39 pm, edited 1 time in total.
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Andres Indoril
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Post by Andres Indoril »

From what I remember, Almalexia will have the same levitation ban as Mournhold.

I am sleepy and forgetful though.
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Thrignar Fraxix
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Post by Thrignar Fraxix »

mournhold wasn't a circle, so it can't be a straight up transfer. (that and it would require massive quest redos in tribunal) We leave it at dummy exteriors with a levi ban. If people still want to get it, they can. All they will see is dummy buidlings, it is their own fault for trying to break the game.
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Post by MMMowSkwoz »

Unless it's been removed, there's also a script that prevents you from jumping over the walls. You can still get over if you try hard enough, but it should only be possible by cheating or using a scroll of Icarian Flight.
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Post by blackbird »

Enzo, you are right. Mournhold isn't a perfect circle, but Tr can't leave some gaps at almalexia so Haplo (or whoever created the whole city) decided to use some custom indoril walls, placed some Mh walls between them and added some towers and the temple of Almalexia. I've added some other dummy buildings and trees to imitate Mournhold a bit.
There's a script which prevents you of levitating and maybe jumping over the walls.
However the gates of Symmachus are able to transport you to Almalexia city (Triffith Sandil plaza).
At moment the detailing claim of Almalexia is being reviewed.
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Post by gro-Dhal »

I like how everybody is answering this chap's question when it's clear he's already figured it out for himself
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Post by Night0205 »

lol everyone wants to contribute. I think everyone is just so excited about Mournhold that they want to talk about it.
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Post by Sload »

gro-Dhal wrote:I like how everybody is answering this chap's question when it's clear he's already figured it out for himself
I like how often this question comes up. It's as if people think TR, after 7 years, hasn't noticed that Mournhold is on the mainland.
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Enzo
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Post by Enzo »

Thanks for answering even after I found the FAQ (durrrr hurrr). Your answers certainly explained some of the smaller bits the FAQ doesn't touch on, like the levitation ban and how you've dealt with the shape of Mournhold. Might be useful information to add to the FAQ? I dunno.

Sorry again for the double post etc etc. Lettin' this die, now~
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