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Posted: Fri Sep 09, 2011 1:29 am
by Velothi
Q: How will Tamriel Rebuilt deal with the faction conflicts? Will you guys do it like Bethseda, with certain quests basically screwing you over with other factions (A certain Fighters Guild quest to steal a book, and killing the Thieves Guild Hierarchy.), or simply have an individual quest for their side of the conflict? Burning holy books or rallying people to the Tribunal Temple.

Posted: Fri Sep 09, 2011 3:25 am
by Haplo
A little of both, to put it succinctly.

Posted: Fri Sep 23, 2011 4:03 am
by deuxhero
Q: Why does only the Marog market let you buy slaves? I understand a lot of the Port Televanni slaves have quests involved, but the others?

Q2: Why does "The Slave Trade" have only 1 option for completion? It seems like it has logical alernate solutions (claim her for yourself, free her)

Q3: What's with the ashlander slave in Marog? Is her condition part of a quest for a future version?

Posted: Fri Sep 23, 2011 5:58 pm
by gro-Dhal
In answer to 3, yes.

Posted: Fri Sep 23, 2011 6:48 pm
by MadMal073
How do you plan for House Indoril to react to Almalexia and Sotha Sil's deaths? Are they just going to be in a state of blissful ignorance like the vanilla npcs in Morrowind?? If the player is the Head of Great House Indoril (where he might be believed), it might be interesting to have him bring together all the Counselors and make a little speech about it or something.....

Also, I understand that House Dres captures a lot of slaves through raids along Morrowind's border with Black Marsh. Any chance the PC is going to be able to help on one of these raids? Might be interesting for him to encounter a group of raiders in the process of capturing slaves and then deciding who to help, one choice foreclosing membership in House Dres for obvious reasons....

Also, not sure whether you've gotten this question before, but are you going to be adding quests for the Daedric Princes that weren't included in Vanilla (i.e. Meridia, Hermaeus Mora, Namira, Nocturnal, etc.)?

Posted: Sun Sep 25, 2011 3:50 pm
by cabal
Will there be more quest lines where you are closely involved with a specific town like the Raven Rock or Ranyon-ruhn quests? I love those. :)

Posted: Thu Oct 13, 2011 3:16 am
by saimol
As far as I understand map 3 release will also include updated version of maps 1 and 2, correct?

Now maybe stupid question, but does this means that I'll have to 'reinstal' maps 1 and 2 and start over playing TR content when map 3 will come out, or is there any way to keep any progress/exploration i already done?

Posted: Thu Oct 13, 2011 7:21 pm
by Haplo
The Sacred East release will only have one file, which will include updated Telvannis and Antediluvian Secrets. You will replace your Map1 and Map2 .esm files with the new TR_Mainland.esm file. It *shouldn't* break that much, and I believe anything it does break can be fixed with Wrye Mash.

Posted: Sun Oct 16, 2011 5:27 pm
by TheUnending
Q: I currently have Maps 1 & 2 installed, when Map 3 is released will I have to delete all current Tamriel Rebuilt files and replace it with the new files or?

Posted: Sun Oct 16, 2011 9:04 pm
by Howling_Snail
Surely if it's a new ESM, then we'll lose all progress, and all ESPs people have made will break?

Posted: Mon Oct 17, 2011 12:33 am
by RulerMan
Hi to everyone,i'm new here as you all can see.i have three questions that probably have been already answered,but i don't know about that. so here it is:

1)Map 3 will contain wich part of Morrowind?

2)What are the chances that map 3 will be released until the end of this year?

3)How Mournhold will be placed in the Mainland? it will be exactly like in tribunal?

I hope you guys don't get angry with my ''newbie questions'',but i just discovered this project today and i'm very excited about it :)

Posted: Mon Oct 17, 2011 1:17 am
by Haplo
TheUnending wrote:Q: I currently have Maps 1 & 2 installed, when Map 3 is released will I have to delete all current Tamriel Rebuilt files and replace it with the new files or?
Yes.
Howling_Snail wrote:Surely if it's a new ESM, then we'll lose all progress, and all ESPs people have made will break?
No. Saved game files don't depend on specific versions of plug-ins, they depend upon the information *inside* of those plug-ins. Where quest IDs and journals and scripts and NPCs and interiors and exteriors are the same, there will be no problems. It's unfortunate we have to change our mechanics, but it will be better in the long run, than having to check nine game files for a single mod.
RulerMan wrote: 1)Map 3 will contain wich part of Morrowind?

2)What are the chances that map 3 will be released until the end of this year?

3)How Mournhold will be placed in the Mainland? it will be exactly like in tribunal?
1. There is a map here that will explain it: tamriel-rebuilt.org/old_forum/viewtopic.php?t=22200

2. We don't know. It's finished when it's finished.

3. We're doing our best to keep the Mournhold created by Bethesda as untouched as possible and still have a seamlessly-integrated capital city of Almalexia surrounding it. Currently we have a dummy exterior of the rough layout of Mournhold that exists for MGE's distant viewing capabilities.

Posted: Fri Oct 28, 2011 11:27 pm
by RulerMan
Hey guys, after browsing in the Lore website for TES,i noticed that Firewatch is described as a ''snowy'' Imperial Fort.
[url]http://www.uesp.net/wiki/Lore:Firewatch[/url]

in the map released by the team,there is no snow in the city.also,the description says that Red Mountain is visible from the harbor.is this possible to do with the Morrowind graphics engine?

Posted: Sat Oct 29, 2011 12:16 am
by TheUnending
Sorry, I'm not a member of the team but I'm a long-time Morrowind player so I can confidently answer that no, Red Mountain being visible from the Firewatch harbor would be impossible to do in the Morrowind graphics engine.

Posted: Sat Oct 29, 2011 2:24 am
by Katze
Such long view distances are currently only possible with the Morrowind Graphics Extender.

Posted: Sat Oct 29, 2011 2:36 am
by RulerMan
Hi Cathartis,i have MGE installed but even then it is not possible to see Red Mountain from Firewatch. my guess is that or the mountain is not high enough or simply this is beyond Morrowind capabilities.

Posted: Sat Oct 29, 2011 4:20 am
by Katze
You can set the view distance as high as you like, once you've generated distant land files in the wizard. I'm pretty sure it's possible to see Red Mountain from Firewatch docks with a view distance of 30 cells or something.

Posted: Sat Oct 29, 2011 9:34 am
by kaiouti
Q1. How do I fix this warning.txt error?:

Model Load Error: Meshes\TR\o\TR_cont_crate_L_01.nif cannot load file in Meshes\TR\o\TR_cont_crate_L_01.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\tr\b\TR_pb_IMP_head02.nif cannot load file in Meshes\tr\b\TR_pb_IMP_head02.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\a\tr_A_stud_leath_UA.NIF cannot load file in Meshes\TR\a\tr_A_stud_leath_UA.NIF.
Will use the default object Marker_Error.NIF.

BTW I have run the BSA update file exaclty like I was told by people who have had similar mesh probs and I have updated the exe with exe optimizer...This error makes the game CTD when travelling near Pelagiad and I'd really like a fix asap

Posted: Sat Oct 29, 2011 11:52 am
by Haplo
It appears kaiouti's issue was fixed by folks at the ESF.

Posted: Sat Oct 29, 2011 9:09 pm
by RulerMan
Cathartis wrote:You can set the view distance as high as you like, once you've generated distant land files in the wizard. I'm pretty sure it's possible to see Red Mountain from Firewatch docks with a view distance of 30 cells or something.
You were right,after setting the view distance to 32 cells i was able to see Red Mountain from Firewatch!! i wanted to take a screenshot and post it here but i can't,screenshot is disabled on my install,even if i set it to 1 in the Morrowind.ini file i can't take a screen. :(
TheUnending wrote:Sorry, I'm not a member of the team but I'm a long-time Morrowind player so I can confidently answer that no, Red Mountain being visible from the Firewatch harbor would be impossible to do in the Morrowind graphics engine.


How much confidency do you have now? lol
Just kidding,even i was not sure this could be possible. ;)

Posted: Sun Oct 30, 2011 12:02 am
by Scamp
RulerMan wrote: You were right,after setting the view distance to 32 cells i was able to see Red Mountain from Firewatch!! i wanted to take a screenshot and post it here but i can't,screenshot is disabled on my install,even if i set it to 1 in the Morrowind.ini file i can't take a screen. :(
Of course, if you are using MGE, the usual way of taking screens won't be working anymore. Instead, you go to the macro editor in the MGE gui, click on a key, -> function, -> take screenshot.

Posted: Sun Dec 04, 2011 8:09 am
by Hayabusa153
Couple questions...**answered now**

1 Will map 3 have many more meshes, textures, sounds etc than 1 & 2?
EDIT: Okay I figured so. Some features survive while others die and more are born. Always changing.

2 Concerning the borders: Are the borders just going to be like an abrupt cutoff like in the alpha of "map 4" (With mountains to block the ugly sight) or like the bottom of map 2 where you're going down a road and BAM! It ends?
EDIT: I see. I know many differences of Morrowind and Oblivion. Such as how in Morrowind you just have endless water and in Oblivion you have actual borders. I always wondered how you guys would do the borders without actual borders.

Posted: Sun Dec 04, 2011 2:34 pm
by Haplo
1. Well, all of our data files are separate, in TR_Data.bsa and TR_Data.esm. And since we work on new areas while older ones are released, the data files must already include what we need to work with (thus, you can find Map 3 meshes and textures in the data files that were released with Map 2). However, our data files are always evolving, so it is normal to see small fluctuations in file size from release to release.

2. Each map cuts off abruptly. as Map 2 did, on any border that will eventually be connected to more land. Where we don't plan on adding any more land, we add impassable landscape "edge" cells (like the mountains on the map 4 alpha) so that players don't just wander off the edge unless they are really trying to.

Posted: Fri Dec 16, 2011 10:06 am
by Minus Sanity
Q 1: Have any of you worked (or thought about working) on an updated map like the one accessible on the main page that shows a more accurate release map for each area. The current one is fine for viewing what will be in the ultimate release of each area, but I was just wanting to know what will be in each individual release.

Q 2: In relative size to vanilla cities how big are Tear and Almelexia? (Currently)

Q 3: What is the thing that has held you guys up the most with the releases? Don't take this as a complaint because I can wait quite a while for the next release, but I am a little curious what has you slowed down so much.

More of a comment, but good luck and hope you all stay in good health, and thanks for all the joy you have given to people over the years.

Posted: Fri Dec 16, 2011 2:11 pm
by Terrifying Daedric Foe
Minus Sanity wrote:Q 1: Have any of you worked (or thought about working) on an updated map like the one accessible on the main page that shows a more accurate release map for each area. The current one is fine for viewing what will be in the ultimate release of each area, but I was just wanting to know what will be in each individual release.
Here is a map which I think will help you.

Posted: Fri Dec 16, 2011 2:22 pm
by Nemon
Minus Sanity wrote: Q 2: In relative size to vanilla cities how big are Tear and Almelexia? (Currently)

Q 3: What is the thing that has held you guys up the most with the releases? Don't take this as a complaint because I can wait quite a while for the next release, but I am a little curious what has you slowed down so much.
2: Tear hasn't been worked on (at least not the last few years after our first hey-this-isn't-good-enough-let's-scrap-it), but we have some info on Almalexia. It's larger than Vivec in terms of cell usage, and if I recall correctly there are ~ 400 ints in it. Big.

3: Our current challenges are the NPC/questing stages. These require very good skills with dialogue (language knowledge/grammar/ideas), NPCs and quests (scripting and stuff). We have quite a bit of exterior and interior makers, and are way ahead on those areas - as shown in the alpha release of areas in map 4.

Also, major revamps cost us quite some time. At one point in 2005 we had almost all of the Morrowind province finished, but it looked rather silly most of it. One of the northern areas had cells consisting of pretty much the same grass static thrown about 700 times, and with the introduction of MGE and distant landscape we realized that we needed to change some of the landscaping as well.

House Hlaalu

Posted: Tue Jan 03, 2012 3:06 pm
by Duruza
I have two initial question which I was unsure of, and you'll have to excuse me if the answers are available somewhere, I haven't come across them.

Firstly, is the Hlaalu territory on the Mainland going to be named Kragenmoor or Narsis District? I ask this because the Faction Map states Kragenmoor, however it was my understanding that Narsis was the Hlaalu capital of old and home to the Imperial Proconsul, as stated in the First Edition of the PGE. What is the reason for the change?

The second question stems from this one, why has Narsis been placed so far south? It was again my understanding that Narsis was further north on the banks of the Thir River. As per [url=http://images.uesp.net/f/ff/Racemap05S-Morrowind.jpg]this[/url] map for example.

Thank you in advance for the explanations and thank you for all the wonderful work.

Posted: Tue Jan 03, 2012 3:13 pm
by Thrignar Fraxix
Narsis is indeed the capital of the Hlaalu district. I think the name comes from the fact that Kragenmoor is centrally located, while narsis is farther south.

As to the placement of the city, the map you cited came out long after we'd placed the city and isn't particularly detailed. Though it places the city farther to the north east, many more earlier sources put the town approximately where we have it.

Posted: Tue Jan 03, 2012 3:25 pm
by Duruza
Which makes sense, thanks for the prompt reply!

I remember reading a discussion Sload was having a while back about renaming Kragenmoor District Narsis District, so I was wondering if that had eventuated. I take it that the name is merely a name and that Narsis will still be the 'centre' of House Hlaalu business?

On Narsis, Bethesda does tend to shift cities in between games. Arena would support placing Narsis down south, while later games and maps seem to shift it father north. They've done this a fair bit actually, for instance with the swapping of Markath and Karthwatsen in Skyrim. Can't be helped hey :)

I was also basing my assumption on this initial [url=http://tamrielchronicles.com/assets/concept_morrowind.jpg]concept map[/url] from Bethesda, that obviously (and sadly - although in saying that TR is probably a better outcome considering Beth was planning on randomly generating a lot of their initial plan) didn't eventuate, that had always been my picture of Morrowind in terms of the mainland (obviously the real Vvardenfell of Morrowind the game is a lot more Dunmeris than Stonewood and Sadrith Foresy), but the actual Lore on Narsis as a city could go either way I guess so the decision is understandable.

Posted: Tue Jan 03, 2012 10:26 pm
by TheUnending
I have a question...

On the concept map mentioned in the above post there is a location in the Southern Marshes marked as "Sotha Sil". Is this "Sotha Sil" the same as the "Clockwork City" or is it something else? Will it be in the Tamriel Rebuilt project?

Posted: Tue Jan 03, 2012 11:13 pm
by Nemon
The Clockwork City of Sotha Sil is lost and will not be included in TR.

Posted: Wed Jan 04, 2012 10:04 pm
by TheUnending
So, was that location called "Sotha Sil" mentioned in a post above in a "concept map" the same as the Clockwork City?

Posted: Wed Jan 04, 2012 11:28 pm
by Thrignar Fraxix
the real location of Sotha Sil is not known. It could be where it is on that map, hidden beneath the swamps, it could be deep below almalexia or old ebonhart, or it could be outside of tamriel.

Posted: Wed Jan 04, 2012 11:32 pm
by Haplo
Yes, similarly to how Almalexia's city is called Almalexia and Vivec's city is called Vivec.

Posted: Fri Jan 06, 2012 12:38 am
by TheUnending
Thrignar Fraxix wrote:the real location of Sotha Sil is not known. It could be where it is on that map, hidden beneath the swamps, it could be deep below almalexia or old ebonhart, or it could be outside of tamriel.
So, basically what your saying is you guys don't know for sure? Hmm...

Posted: Fri Jan 06, 2012 3:36 am
by Lady Nerevar
TheUnending wrote:
Thrignar Fraxix wrote:the real location of Sotha Sil is not known. It could be where it is on that map, hidden beneath the swamps, it could be deep below almalexia or old ebonhart, or it could be outside of tamriel.
So, basically what your saying is you guys don't know for sure? Hmm...
That no one knows for sure ;)
Sotha Sil wrote:You ask where my Clockwork City is? Some say in the swamps of Black Marsh. Others claim it is deep in the ground beneath Ebonheart. I have even heard it told that my city is contained within a jar on the Lady Almalexia's mantle. These are all true, and false.

-[url=http://imperial-library.info/content/sotha-sils-last-words]Sotha Sil's Last Words[/url]

Whervbouts of Sotha Sil

Posted: Fri Jan 06, 2012 5:41 am
by braithwa
You should make that your quest.
I bet bet some of the NPCs would know.

Posted: Tue Jan 24, 2012 10:12 pm
by Howling_Snail
1. Will there be any negative effects from changing to the TR_Mainland.esm that will affect our current saved games?

2. When Map 3 is released, will it include the quests for Map 2 in it?

Posted: Mon Jan 30, 2012 7:38 pm
by Howling_Snail
Sorry for the bump, but it's been a week now for my questions.

Posted: Mon Jan 30, 2012 8:52 pm
by Mortimer
No TR_Mainland shouldn't effect save games (it didn't effect mine switching over)

Yes Map 2 will be quested.