Modding TR
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Modding TR
A couple years back I made a TR add-on for Uvirith's Legacy. The main purpose was to include TR ingredients in shipments and TR books in the library. However, since I started work on another UL update, I've been getting requests to add things like a player homes to Telvannis, I suppose because people like what I've done to Tel Uvirith and they want more of it.
I was all set to do this, thinking the landmass on the Telvanni Islands was complete, but I've been reading more about how you intend to overhaul it. I'm wondering if modding it right now would be futile, or if those changes are so far down the line that I could add my couple housepods for now and revise them later.
I am glad to hear Telvannis is going to get an overhaul though. Another request I got was to add a guest chamber to the Telvanni Council House (similar to the Archmagister's Chambers in Rise of House Telvanni), and the differences between the interior and exterior were so inconsistent that I'd love to see it worked over.
I was all set to do this, thinking the landmass on the Telvanni Islands was complete, but I've been reading more about how you intend to overhaul it. I'm wondering if modding it right now would be futile, or if those changes are so far down the line that I could add my couple housepods for now and revise them later.
I am glad to hear Telvannis is going to get an overhaul though. Another request I got was to add a guest chamber to the Telvanni Council House (similar to the Archmagister's Chambers in Rise of House Telvanni), and the differences between the interior and exterior were so inconsistent that I'd love to see it worked over.
Links to my mods can be found at the [url=http://stuporstar.sarahdimento.com/]Uvirith's Legacy Website[/url].
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If you want to mod TR why not work with the mod team to create new content? TR has a very small active modding group so if you have the skills and time to offer you could be a real benefit, especially if you have any interest in questing. Make a showcase!
If your interest is only to add some books and ingredients to crates and put some player homes in Telvannis, I'd say go for it. Interiors could be easily refitted into a revised exterior and any changes are unlikely to happen for a long time, if at all.
If your interest is only to add some books and ingredients to crates and put some player homes in Telvannis, I'd say go for it. Interiors could be easily refitted into a revised exterior and any changes are unlikely to happen for a long time, if at all.
my opinion.
Sasquatch, Stuporstar is only asking about adding content to his personal mod, Uvirith's Legacy. (Which happens to be very popular in the Morrowind community.) Of course he could make a showcase here if he wanted to, but that is not the purpose of this thread.
Stuporstar, I think modifying the Telvannis lands should be fine, as we will not get to overhauling them for at least a few years.
Stuporstar, I think modifying the Telvannis lands should be fine, as we will not get to overhauling them for at least a few years.
Last edited by RyanS on Sat Oct 11, 2014 5:13 am, edited 1 time in total.
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A creative man is motivated by the desire to achieve, not by the desire to beat others. -Ayn Rand
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That's good to know. Thank you.
Aside from the addon stuff I'm doing, I would like to help your team out once I get all my Tel Uvirith stuff done. Perhaps by then you'll be working on Telvannis again -- and the Telvanni are my wheelhouse.
I've also been doing a lot of modeling of late, some of which I'd love to donate. It seems I can't post in the correct forum for that. Do I make a showcase for models?
Technically, Uvirith's Legacy is my showcase, but the current available version doesn't have any of my new models.
Aside from the addon stuff I'm doing, I would like to help your team out once I get all my Tel Uvirith stuff done. Perhaps by then you'll be working on Telvannis again -- and the Telvanni are my wheelhouse.
I've also been doing a lot of modeling of late, some of which I'd love to donate. It seems I can't post in the correct forum for that. Do I make a showcase for models?
Technically, Uvirith's Legacy is my showcase, but the current available version doesn't have any of my new models.
Links to my mods can be found at the [url=http://stuporstar.sarahdimento.com/]Uvirith's Legacy Website[/url].
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Well, [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=325047]here[/url]is a discussion about making more artifacts for TR, and you could try modeling for these. You don't need a showcase to make those.Stuporstar wrote:I've also been doing a lot of modeling of late, some of which I'd love to donate. It seems I can't post in the correct forum for that.
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When it comes to artifacts, I'm currently better at making rings and amulets from scratch than armor and weapons. I'll have a look at the list.
Is there any need for more misc objects? It's something I've been focusing on lately because it seems like such a neglected area in MW modding. I noticed TR adds very few new meshes of that kind, and the current interiors are a little spare on them as well.
Here's some stuff I made recently to give an idea. For example, a full set of bug design ware:
[img]http://i.imgur.com/rb0FAnZ.jpg[/img]
I'm also working on a massive clutter/furniture resource for smithies, adding things like tongs and chisels and fullers. I have to update all the [url=http://imgur.com/a/iyWOM#20]WIP images in my gallery[/url] though, because I recently redid most of my textures and improved some the meshes.
Is there any need for more misc objects? It's something I've been focusing on lately because it seems like such a neglected area in MW modding. I noticed TR adds very few new meshes of that kind, and the current interiors are a little spare on them as well.
Here's some stuff I made recently to give an idea. For example, a full set of bug design ware:
[img]http://i.imgur.com/rb0FAnZ.jpg[/img]
I'm also working on a massive clutter/furniture resource for smithies, adding things like tongs and chisels and fullers. I have to update all the [url=http://imgur.com/a/iyWOM#20]WIP images in my gallery[/url] though, because I recently redid most of my textures and improved some the meshes.
Links to my mods can be found at the [url=http://stuporstar.sarahdimento.com/]Uvirith's Legacy Website[/url].
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An observation
Hello, all.
Has anyone encountered a problem similar to the following?
Tamriel Rebuilt has a large number of new meats, ores and so forth. Toccatta and I are currently enmgaged in upgrading Morrowind Crafting 2.1 to Morrowind Crafting 3.0, and are trying to include the ability to mine ores and so forth in TR.
What we're finding is that if we attempt to alter things such as ore rocks so that players can mine or manipulate them in accordance with how we've had MC for many years, that new releases of TR cause all of the alterations to generate errors (one for each rock, meat, item, etc).
We just can't make (potentially) hundreds or thousands of fixes each time that TR makes amny kind of revision or tweak.
We're pretty certain that the same would happen to any mod that makes any replacements.
If there's a reasonable solution for this, we'd be glad to hear of it.
Drac
Has anyone encountered a problem similar to the following?
Tamriel Rebuilt has a large number of new meats, ores and so forth. Toccatta and I are currently enmgaged in upgrading Morrowind Crafting 2.1 to Morrowind Crafting 3.0, and are trying to include the ability to mine ores and so forth in TR.
What we're finding is that if we attempt to alter things such as ore rocks so that players can mine or manipulate them in accordance with how we've had MC for many years, that new releases of TR cause all of the alterations to generate errors (one for each rock, meat, item, etc).
We just can't make (potentially) hundreds or thousands of fixes each time that TR makes amny kind of revision or tweak.
We're pretty certain that the same would happen to any mod that makes any replacements.
If there's a reasonable solution for this, we'd be glad to hear of it.
Drac
Re: An observation
Also:
If some areas were edited you'd of course need to update but I don't see how that could cause errors for EVERY object...
Are you sure it's not a load order issue?
Are you sure you're working with the TR .ESM and not the internal .ESP ?
What do you mean by "alter"/"make replacements"? Do you delete the original object and place another one instead? (which btw can be done procedurally even within the CS, I think; maybe that part - replacing world objects - could be left as an easily-generated separate .esp in your development version and merged only for releases)dracdrac9 wrote: What we're finding is that if we attempt to alter things such as ore rocks
If some areas were edited you'd of course need to update but I don't see how that could cause errors for EVERY object...
Are you sure it's not a load order issue?
Are you sure you're working with the TR .ESM and not the internal .ESP ?
Sounds like you're running into similar problems to the issues abot documents here: [url=http://abitoftaste.altervista.org/morrowind/index.php?option=content&Itemid=10&task=viewpost&id=79&-Morrowind-modding-for-smarties-part-8-when-masters-change]Morrowind modding for smarties, part 8: when masters change...[/url]
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I have another question for the TR team (or rather a request). I just released an update for my TR add-on, thinking I had the latest version of TR because it was TR 14.08, but it turns out you released another version shortly after without changing version number, so I had no idea the version I had was out of date (including a spelling change to a cell I referenced).
Please please please update the version number every time you upload a new version of TR, even if it requires a third decimal place.
Please please please update the version number every time you upload a new version of TR, even if it requires a third decimal place.
Links to my mods can be found at the [url=http://stuporstar.sarahdimento.com/]Uvirith's Legacy Website[/url].
I second this as it make it easier on both people who play the mod and those who mod the mod. And me when I'm updating mlox rules
It looks like you've gone for a yy.mm format for the versioning, simply changing that to yy.mm.## where ## starts at 01 and is incremented for each subsequent release (even if only one minor typo has been fixed) in a month would seem the easiest way to go.
It looks like you've gone for a yy.mm format for the versioning, simply changing that to yy.mm.## where ## starts at 01 and is incremented for each subsequent release (even if only one minor typo has been fixed) in a month would seem the easiest way to go.