Cities and Integration

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Arizzi
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Cities and Integration

Post by Arizzi »

Ok please excuse my questions if they are very noobie.

1. Will the cities/towns be alot bigger than in the original game, being on the mainland.

2. How can you do quests ignoring the most important people in morrowind: King Helseth and Almalexia. Mournhold is the most important part of the most important city of Morrowind. Won't it be sort of obvious that the quests don't touch it. Why not modify mournhold in a minimal way a to not get in the way of other mods, maybe some added dialogue?

3. Im sorry if this has been said before, but how are you going to explain the no contact between Vvardenfell, and the Mainland, because before I thought you guys were using the quarantine, but in an earlier topic someone said you guys aren't doing that?

Awesome work though, cant wait for a release, keep it up.
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Post by Cocytus »

1) From what I've seen, yes. Port Telvannis in particular is quite impressive.

2) The Mournhold you see in Tribunal is apparently only the very center of a much bigger city. It wouldn't be hard to make a city full of quests without actually involving King Figurehead or Her Holy Crazybitchness.

3) The Blight quarentine covers a lot of it, yeah. But there's a mod that provides transport to the mainland without much trouble.
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Post by Arizzi »

thanks for answering, but for number 2, isn't mournhold the central/most important part of Almalexia (city) ins't helseth the king of morrowind, isn't almalexia one of the country's 3 gods. Without at least some editing of the tribunal content, I don't think they can pull it off in a convincing way. But I guess we'll have to see, though I wonder how it would accomplished.
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Post by Thrignar Fraxix »

Also, the Alma Rula is the effective head of the temple and he/she is located outside of Mournhold. As Cocytus mentioned, Helseth is effectively irrelevant. As for quests not involving almalexia, how many quests actually involved vivec?
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Post by Cocytus »

That and she's kinda dead.
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Post by Thrignar Fraxix »

except TR takes place parallel to vanilla and the expansions so she is only dead if you have completed those quests.
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Post by Cocytus »

Fair enough. Though the Vivec parallel still stands. Dude spends 99% of the game locked up in his room. I guess that's just kinda a hobby of obscenely powerful people who can float.
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Post by Arizzi »

Point taken.

What about the new items, will TR try to complete some of those missing armors in the original game, will it add some weapons and armors that are of a different "material" such as an armor made from the hide of a mainland creature.
Oh, and umm, what is the lore behind Daedric Hide stuff, because it sounds very moddy and doesn't really make much sense.
Also are there any new creatures in the next release, or have some of the old creatures been uptaded because some of the pictures in this page are umm, quirky.
http://uesp.net/wiki/Tes3Mod:Tamriel_Rebuilt/Beasts#Alit
Crap, I hope I don't sound like an asshole, because I really do appreciate the work you guys have put into this

Actually I also have a request, because I am making a mod that collects various resources to complete the weapons and armors in the game, could I use some of your stuff from the releases, such as the indoril greaves? I would of course give credit to you guys.


Thank you for your patience
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Post by Haplo »

I think if you know of Daedric hide armor, then you have answered your first question already. On that topic, it doesn't seem moddy at all to say that the hide from summoned or otherwise Tamriel-inhabiting Daedra would make good armor; they are some of the stronger creatures in the game.

Yes, creatures are constantly being reworked as we can find modelers to rework them. Many of our creatures were made to a much lesser standard, in 2003 when the game was new, and internet talent was much less prevalent.

As for using our content, I think we require you use TR_Data.esm as a required master file for your mod, or at the very least credit Tamriel Rebuilt in your mod's readme file.
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Post by Arizzi »

The expansions morrowind and tribunal both introduced some new "elements" i guess you could call them, like bloodmoon introduced the ability for new buildings to be constructed in game, and tribunal added the companions and pack rats, will tr use some of these features? Also going around mournhold, I noticed that places like the great bazaar had a less standard apporach to constructing it, in vvardenfell cities are a bunch of buildings with either residents or shops, in mournhold, you have a lot going on on the outside, like open air stands and plays.

As for the previous post of mine, isn't daedric hide, or daedric prince armor, a little vague? Its actually not a bit deal, so you can just ignore my nitpicking, but it sort of diminishes the novelty of having daedric armor if you have so many variations of it. How is daedric prince armor aquired?

I love the work you guys have done, as soon as I learn how to use cs well, ill try to submit a showcase.
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Post by Haplo »

I don't know what Daedric Prince armor is.
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Post by Arizzi »

I seem to remember it being in the cs, but of course my info is solely based off of the released version, I have no clue what changes have been made since then, so maybe my point is baseless as of now.
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Post by TheUnending »

^ I think you mean the Daedric helms from Morrowind. Theres Daedric God, I think war, and something to do with madness/happiness or something? Also Vivec spent 100% of the game in that room :p.

I have a quick question for whoever can answer it ;).

Q: Will we be allowed to build a House Indoril stronghold in Tamriel Rebuilt?
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Post by Arizzi »

Not really, I seem to remember seeing daedric prince armor in it, though I guess either I was wrong, or it has been removed.
As for your question, I believe they have stated that you can build strongholds for the indoril and dres houses, but not for the houses in the original game, as you can already have a stronghold for them
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Post by Andres Indoril »

Indoril Stronghold you say?
[url=http://andresindoril.blogspot.com/2011/01/i3-151.html]I guess I accept your offering of advertising.[/url] :P
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Post by TheUnending »

^ OMG YESSSHHHH!!!! Lord Nerevar Indoril would be pleased ;)!!

I can't wait for it ^_^!!!!

Wait...

Is it in Map 3(Sacred East)? I don't think I can bear waiting for Map 4...

EDIT: Just read on your page about it that it is(down toward the bottom in the little things it says "map 3")...
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Post by Andres Indoril »

Map 3 is the development map. Release maps are separate from such details. :p

So, it is certainly not going to be in the Sacred East release.
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Post by TheUnending »

AWWWW!!! So I have to wait like 4 more years to get to lounge around in my own Indoril style stronghold?
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Post by alex25 »

While TR doesn't give release dates 4 years seems quite pessimistic. Things will (hopefully) go faster after Sacred East.
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Post by TheUnending »

^ Sorry, I assumed it'd be around 4 years since its been around 4 years since Antediluvian Secrets came out...

I'm sure things will probably go faster for you guys and keep getting faster... but in map 4 you guys have huge snags like Almalexia that will slow you down(Necrom has, from what I've heard, been considerably slowing down map 3's release due to dialogue/quests and stuff).

I think you guys should at least give rough estimates, ya I know that you guys don't want to make an estimate and rush to meet it or not meet it at all but honestly? Nobody is gunna jump all over you if you make an estimate and say "this is a rough estimate and in no way is a for sure thing, we may not make it or we may be ahead of schedule who knows?".

Sorry that is my point of view, take it if you wish...
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Post by Thrignar Fraxix »

Almalexia won't take nearly as much effort as necrom seeing as we don't expect to redo the city about 4 times over the course of fixing it.
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Post by TheUnending »

^ Haha yea. From what I've heard you guys are nearly done with a lot of Almalexia already O_o!

Yea I remember you distinctly saying to me like five times over the past year whenever I asked... "dialogue and quests are progressing in Necrom, but they're the last thing we really need to do before release"... something along those lines.
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Post by abcd_z »

Thrignar Fraxix wrote:Almalexia won't take nearly as much effort as necrom seeing as we don't expect to redo the city about 4 times over the course of fixing it.
Have you ever heard of something called the planning fallacy?

Basically, even worst-case estimates of how long a project will take usually underestimate the time required. The best way to get an accurate assessment is to look at how long it took you to do something similar in the past.

"You'll get back an answer that sounds hideously long, and clearly reflects no understanding of the special reasons why this particular task will take less time. This answer is true. Deal with it."
http://lesswrong.com/lw/jg/planning_fallacy/


So yeah, 4 years sounds about right.
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Post by alex25 »

Frankly I don't expect as much redoing as in Necrom but there aren't a lot of quest people and there are still tons of Map 1 quests waiting in line.
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Post by Haplo »

abcd_z wrote:douche baggery
Our first release took 4 years, because we re-did it three times, and our second release came almost exactly 2 years after that, because we did it once and didn't re-do it at all.

That sentence right there shows that you're wrong. It's unnecessary, however, since this is a hobby project that people work on in their spare times, and not a business or structured organization with models, protocols, and business plans. As such, aforementioned models, protocols, and business plans don't really apply to us. At all. That's a large part of why we don't use release dates or ETAs here.
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Post by abcd_z »

Whoa, whoa, I'm sorry if I touched a nerve. I'm not familiar with the history of this project, so all I had to go on was the other poster's assertion that the previous release was four years ago.

I only meant that people tend to underestimate the amount of time something will take, and that if an estimate was made, it should be based on how long it took to do last time.

Although, I'm looking back at my earlier post and even I agree it came off as pretty douchey. I'm sorry.

So, assuming no major rewrites, two years sounds closer to the mark? That's cool.
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Post by tkl7 »

Sorry, I know Sacred East is the big news of the day, but I am wondering how you guys plan on incorporating Mournhold into the City of Almalexia? IE, travel through the gates, since Mournhold is all internal cells.
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Post by Osidian »

The Gates of Symmachus in Plaza Brindisi Dorom will connect to the exterior of Almalexia.That should be the only change to Mournhold, as far as I know.

A dummy Mournhold will be placed at the center of the city, but when you go through the gates of Symmachus you're teleported to the interior cells of vanilla Tribunal.
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Post by Why »

Yes, we will link the Gates of Symmachus to our exterior :)

More information: http://tamriel-rebuilt.org/?p=faq&section=59980
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Post by Arizzi »

Have you guys considered using some of bethesda's unused meshes found on the game disk? http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7217
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Post by Katze »

I'm fairly sure we already do use some of those.
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Post by greendogo »

As Almalexia has been redone, has the Mournhold dummy been given enough room to fully contain the internal cells? I know someone will want to do an "integration" of the Mournhold internal cells into the external Almalexia cells eventually, if not within an hour of that map's release.

So basically, will that person need to move a bunch of stuff around in Almalexia to fit Mournhold in? (P.S. - I know the cells aren't shaped correctly if they're supposed to form an oval)
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Post by Katze »

I think Mournhold's dummy is approximately the same size as the original, at least that aspect of converting the place would be fine. Can't really say the same for the rest :P
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Post by Nomadic1 »

The dummy fits fine, IIRC. Even if it doesn't, the person who will do that is gonna have to make new meshes since the 5 pieces which make up Mournhold don't actually fit together properly.
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Post by Terrifying Daedric Foe »

As shown [url=http://images.uesp.net/7/7c/Mournhold_map_Tribunal.jpg]here[/url]
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Post by greendogo »

:v
greendogo wrote:(P.S. - I know the cells aren't shaped correctly if they're supposed to form an oval)
Gentlemen, start your striders:
[url]http://tristikov.deviantart.com/art/G-Dunmer-wit-Siltstridaz-dawg-28071455[/url]
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Post by Arizzi »

I had already posted about this on the official forums, but I was wondering, what is the average npc level in tr about, because on vvardenfell, the average is about 10, and at higher levels, the player really can just massacre everyone he/she sees without much effort.

Also, how rare are daedric armor and weapons on the mainland?

Awesome work with sacred east btw, I especially like akmora, but really, everything looks very impressive. Though this isn't really criticism, maybe necrom could use a bit more clutter, there is alot of unused space at least from what I saw.

good work, keep it up
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Post by arvisrend »

No daedric armor (except much weaker versions called daedric hide armor). Daedric weapons exist but are as rare as on Vvardenfell. NPC levels are somewhat higher in Telvanni lands than they tend to be on Vvardenfell.
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