TR_Data Updates Thread

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Post by Katze »

Hemitheon wrote:Where the heck is TR_Data? I've looked almost everywhere for the download page, but nothing.
The "Objects of Tamriel" link at the top of the page amongst all the other forum related links, I think.
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Post by Hemitheon »

OoT - Oblivion
TR_Data - Morrowind
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Post by Aeven »

Yes, but TR_Data is there. OoT is in the downloads thread.
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Post by Haplo »

TR_Data used to be called OoT before people realized that it wasn't 2003 anymore. Also, from the first post in this thread:
Haplo wrote:TR_Data.esm and the related data files can be found in the Objects of Tamriel link at the top of the forum.
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Post by Hemitheon »

Ok. Thanks all. I finally figured it out.
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Post by Haplo »

TR_Data.7z and TR_Data.esm have been updated. Make sure you get the latest versions.
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Post by Haplo »

TR_Data.esm has been updated to clean out afflictions to some random non-TR Testing Cell cells. Not a pressing update, but if you aren't on dial-up, you should download it anyway.
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Post by Haplo »

TR_Data has been updated to include Narsis stuff. It still doesn't have the newest Esurio Viridis or Peterboy's latest clothing. Make sure you grab both TR_Data.esm and TR_Data.7z.
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Post by Bloodthirsty Crustacean »

Because I'm unstoppable, I ended up wandering around Map 3 a bit (okay, a lot) after testing Beave's quest file, and anyway to cut a long story short in some Indoril places people have come up with the good idea of using those Mournhold insect ambience noises.

However, those sounds are set up a bit dodgily and can only be heard very close by. Also the scripts are not entirely applicable to TR, because they have a dependency on the Mournhold ash storms.


Aanyway, this file includes a script and modified (but not dirty - it's a 'new object') sound which means we can use these things more usefully.

I'd be a fan of sticking these across certain cities for a nice ambience. (Meralag uses them in places at present, and benefits from having more of my kind spread about at regular intervals, and Almalexia's grassier bits could do with them, I think - perhaps other Indoril cities as well) We could also put them in the odd couple of places in the wilderness if we were keen.


Regardless, the use of Sound_MournEnv1 is a bad idea. At the very least, those should be replaced with these TR versions.
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Post by Haplo »

TR_Data has been updated to include the new TR_in_hlaalu_floor piece, all the fixed Indoril meshes, the fixed cliff meshes, and the new grass mesh (which can be found in the statics tab under TR_terrain_grassplane). Does not include some new clothing by Peterboy due to lack of icons at the moment. Make sure to download both TR_Data.esm and TR_Data.7z.

I haven't checked out your most previous post/download yet, BC, but I will soon.
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Post by Bloodthirsty Crustacean »

Hap did that above file ever make it into Data? If it could soonish, that'd be sweet. We can then provide insect ambience in appropriate places, and I can fix the erroneous ones in Meralag.
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Post by Haplo »

I just uploaded a new TR_Data.esm for you. It includes the new sound file and some other minor tweaks/fixes to various things.
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Post by Bloodthirsty Crustacean »

Cheers.

As a mental note, when the final TR_Mainland.esm is created containing Telvannis, ADS and SE, I think then would be an opportune time to have a purge of all the awful creatures from TR_Data.

So all world references to the selected creatures can be removed, and then all their Data references can be finally purged.
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Post by Haplo »

Which awful creatures might those be?
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Post by Bloodthirsty Crustacean »

Daedric Bat
Sea Troll
Swamp Troll
Flying Nameless Thing
Vermai
Cephalopod?


All up for discussion/defense/additions to the list, but in the present state all those creatures are basically unpresentable, and make TR look noticably 'moddy'.
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Post by Haplo »

We'll see when the time comes
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Post by Aeven »

Here is a number of new meshes. AI style big rocks, Redoran, Indoril, an Hlaalu ceilings and floors (except Hlaalu as we already have that) of which the collision needs to be fixed, and Redoran foundations.
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Post by Katze »

Stuff like this could be very useful for my plans for Reich Parkeep interiors.
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Post by Aeven »

Also included: MA cliffs. These are retextured WG cliffs.
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Post by Haplo »

I ask that no one uses these until said collision issues are fixed, because if they are never fixed, then your claims will have to be redone.
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Post by Katze »

Does that include the cliffs retextured to MA? I kinda need those.
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Post by Haplo »

Those don't have collision problems
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Post by RelinQ »

Geez, this forum is wierd today, people keep thinking the same things as me. I was going to request some MA Cliffs for my claim as well. :?

Thanks for that Aeven, I'll have a look at them, hopefully those new cliffs will be suitable for an idea I have :P

Also BC makes a point, A few of those creatures should be purged or at least removed from appearing in game, especially, if anything, that horrific Daedric bat. I mean hell you cant even combat that thing without a long reach weapon, and even then its still damn near impossible to hit. That being one of many issues with it.
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Post by Haplo »

The only problem with the bat is its collision or w/e you call it.
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Post by Bloodthirsty Crustacean »

Also the fact that its astoundingly ugly, horrifically animated, shows up in interiors it can't fly in, lacks any kind of consistency with other Daedra and has no basis in lore whatsoever. In any other aspect of the mod, this thing would have been rejected, long, long, long ago.

But like I said whenever I said this (like months ago), we'll cross that bridge once we have Mainland in order.
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Post by Haplo »

Its placement and name are not the modeler's fault. The texture and animation are, however, kind of poor.
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Post by Worsas »

´I ask that no one uses these until said collision issues are fixed, because if they are never fixed, then your claims will have to be redone.
Which are these? Fixing them up will take a few minutes, really.
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Post by Aeven »

The floors and ceilings. I just removed the geometry, not the collision (I used NifSkope, and it treats it as a single piece)
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Post by Worsas »

Here you are. :)
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Post by Aeven »

That's really great, thanks!

Are there any more such pieces which need doing? I couldn't think of any, except possibly velothi or stronghold.

OM isn't a set that (easily) allows special ceiling pieces, and there is already a number of floor pieces. What would be interesting is a non-cavey version of OM hall tiles.
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Post by Haplo »

This is not a request thread.
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Post by Aeven »

Here are the AI cliffs from data (they don't say this but they are and are used in A7 and A8 as such). They were using a clone texture of the vanilla one, which has been changed to refer the default non clone one. This fixes any style issues with potential texture replacers.
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Post by Haplo »

TR_Data has been updated. Both the .esm and the .7z package have been tweaked, fixed, and upgraded.
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Post by Aeven »

Um Haplo, what happened to the meshes I provided? They're not in Data. None of them.
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Post by Haplo »

Actually they are; all of them are. I just didn't add entries for them in the .esp last night, probably because I was so annoyed with the incessant bugging about getting an update. Next time, search all of TR_Data (not "Data") before you claim something isn't in there.
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Post by Haplo »

TR_Data.esm has been updated again to add entries for all the files that were added in the previous update. All modders should download this.
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Post by Haplo »

TR_Data has been updated to include a few Necrom fixes (fixed tower and banner posts), fixed skeleton statics, fixed stoneware bowls, and now includes a GL version of each WG rock. For searching & replacing WG rocks with their new GL version, the GL rock names are the same as their respective WG counterparts, except with a TR_ prefix and of course WG has changed to GL in the ID Entry.

Modders should download both TR_Data.esm and Tr_Data.7z
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Post by Aeven »

Here's a fixed tr_ex_ind_plat01. It had lighting issues, which bugged me enormously in Almalexia. 02 still has some issues but I can't fix that. Speaking of lighting issues, Almalexia walls have some in general, and could use a looking at.
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Post by Worsas »

You're quite right, Aeven.
Those in fact still had wrong material settings. I think I may just have kept them as they were when overhauling the indoril-exterior tiles.

I will fix them all up today and load them up in the TR_Error-Thread.


Edit: I discover a lot of mistakes at this moment, that I made back then and that were due to my lacking knowledge. I'm going to load it up all at once when it's fixed.
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Post by Aeven »

My fix wasn't that great, so if you could fix them? The lighting issues on some our older Indoril stuff is really icky. Not exactly... seamless.
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