Map 3 Download (Almalexia/Old Ebonheart)

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Map 3 Download (Almalexia/Old Ebonheart)

Post by Haplo »

Map 3

Includes: Alpha Version - Exteriors & Interiors
-----------------------------------------
Data Files for Map 3
TR_Data.esm & TR_Data.bsa are required for Map 3 to run properly. They can be found on our Downloads page or in the Objects of Tamriel Browser. They can also be found in any released Gamefiles we have linked on our Downloads page.

Newest ESP as of December 19th: v.76

Download Here or Below:
[url=http://tamriel-rebuilt.org/files/TR_Map3v.76.7z]Map 3[/url]
Last edited by Haplo on Fri Dec 19, 2008 10:18 pm, edited 21 times in total.
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Post by Haplo »

Things that still need to be done:

-Detailing

-Finish fixing OE

-Finish linking all Map 3 interiors
Last edited by Haplo on Sun Jun 17, 2007 4:17 am, edited 4 times in total.
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Post by Zalzidrax »

Haplo wrote:Things that still need to be done:
[...]
Add claim 3-38
Never fear... this particular detail shall soon be remedied!

May even get it done sometime tomorrow depending.
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Post by Theo »

More:
- Merge my 3-3 claim (Dexter approved this while ago but in the current version it is missing).
- Beside OE - raise the terrain at 12,-31 (what happened here is a mystery)
- Texturing Mournhold area and placing some statics just because of map and view from distance.
- Hopefully add one new imperial settlement of mine :)
- Open new map 3 interiors.
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Post by Haplo »

Aye, I've merged your 3-3 claim, and most of that on your list will be covered under map 3 detailing claims.

I'm also looking into the thing you mentioned about cell 12,-31
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Post by Gez »

A new new version already? And I had just finished cleaning my copy of v063 from dirty changes, obsolete refs, and unwanted cell names!
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Post by Lady Nerevar »

and im still playing .55!
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Post by Haplo »

Yes, Gez. There will be new updates every so often as I find time to clean different parts of the map and update/fix/detail different parts, as well as upload them here for your general enjoyment.
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Post by Haplo »

Updated! All of Map 3 exteriors are now included!!! Although there are still many seams to be fixed (mostly along the Ebon River area) and cell-crossings to smooth out and stuff.
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Post by Haplo »

Update - Seams fixed. Going over all the claim borders now one by one to fix all seams.
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Post by Lud »

Hey Haplo, did you manage to nail that Almalexia CTD error in the end?
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Post by Gez »

It's still here in the last version I downloaded.

I've tried to understand what was causing it. I've once deleted all the references in the silt strider port cell. Then in the eight cells around it. Still a CTD.

Then I also deleted the pathgrids and landscape declarations for these nine cells. No longer a CTD.

Then I added back the references. CTD.

Without the references, I added back the name for the cells. CTD.

Doing something from scratch (just putting a rock in each cell), no CTD.

Raising a bit of land in each cell next, CTD.

Aaauuugh!

I don't have a clue what's the problem exactly with these cells. I hope it's not an arbitrary bug, the Cell (3, 3) bug Oblivion suffers from.
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Post by Haplo »

I think it may have something to do with the sudden increase in height, and the amount it increases. I've reduced it a bit more in each version since .73, but I have yet to test it. I've also removed some of the way too many references in the 'Almalexia Silt Strider Port' cell.

I'll post a newer version with 100% of the seams fixed (I think) and about 150% more vertex shading (I swear, I've had to vertex shade that entire map!) sometime in the next few days when I can grab some time.
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Post by Haplo »

Updated. I've re-added the missing cells at the northwestern end of the map Ludovic mentioned. Check it out... Also, please try the Almalexia cell again to see if it still CTDs please! (Please try it coming from all four cells adjacent to it!)
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Post by Gez »

Victory! No CTD.

As proved by [url=http://img242.imageshack.us/img242/1049/screenshot46tp6.png]this picture[/url]. (For the fun, alternate with [url=http://img464.imageshack.us/img464/2365/screenshot47fe5.png]that one[/url] and you'll get an idea of why I hate Intel chipsets.)

If you're interested, I've a slightly updated version where the bogus statics (dirty statics from the OoT_Old/EoT era) have been fixed.
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Post by Morden »

One giant step closer to having a playable Map 3. Nice work :)
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Post by CleverClothe »

I'm getting CTDs when getting close to the stiltstrider port. But the rest of the city seems safe now.
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Post by Morden »

I dont' think Gez's fixed version has been uploaded yet... so that last CTD should be gone.
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Post by Gez »

I had no CTD in Haplo's version. (And using the CS to search & replace obsolete references by new references didn't add them back, either.)

Version 0.09 is CTD-free as far as I'm concerned.

I could upload "my" version, but I doubt it'd change anything for those who still experience CTDs in Almalexia, because none of my few changes affected that city.
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Post by Lady Nerevar »

I never got any CTD to begin with (except those caused by not having a complete version of Tribunal...)
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Post by Haplo »

I'm pretty sure it has to do with computer specs at this point... Gez, could you post yours, and CleverClothe, yours, please? At versions previous to v0.09, mine CTD'd in that cell. I'm running an AMD Sempron 2600+, an integrated GeForce 6100, and have 1GB (997 MB) of RAM.
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Post by Gez »

Compy specs?

[url=http://www.itp.net/reviews/details.php?id=2658]Here[/url].

WinXP SP2, Pentium centrino, graphic card slightly above a good ol' Hercules CGA one (but not by much), 1 gig ram.
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Post by CleverClothe »

Sure thing. I am running XP Pro with:

Intel Pentium 4 2.53GHz
1GB RAM
NVIDIA Geforce 6800 GS (AGP) (Driver version is 93.71)
Using DirectX 9.0c

I don't have any mods but TR installed.
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Post by Lud »

I very much doubt that it has anything to do with specs. it ws crashing only quite rarely for me, and I run a 16MB Mobility Radeon video card on an old laptop. (1.6GHZ Pentium M processor and 512MB RAM)
Haplo has a computer that plays OB, and he seemed to be getting more crashing than me. is everybody using Gez's version now?
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Post by blackbird »

Parts of fort Wavemoth are really floating. I don't know what is going to happen with that.
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Post by Haplo »

That's part of a merging problem from a long time ago that's still undergoing fixing.
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Post by aro101 »

Hey! I can't understand why the map3 esp makes my firewatch library look like this:
[url=http://img479.imageshack.us/my.php?image=83051903qb8.jpg][img]http://img479.imageshack.us/img479/9770/83051903qb8.th.jpg[/img][/url]
I know, it looks like the models are missing. But they aren't and it is like this when I turn on the map3 esp.
PoHa: how can we best this trio of trouble? who will save us from this menace of sub-par models? what will we do?
PoHa: I know! we'll shoot an Aro at them
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PoHa: yes, but its heat seeking and quite possibly indestructible

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Post by Swiftoak »

The Map3.esp probably has some corrupt dependencies, or duplicated references, it should get fixed soon, I had the same problem.
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Post by Haplo »

I figure I've kept you all waiting long enough :-P

This update includes a large portion of the interiors of Almalexia finally linked to the exteriors (this means you can go in and out of the buildings ;-))

The majority of the interiors linked are on the eastern half of Almalexia, although the Western Gate cell is complete.

Three places I strongly encourage you all to visit:

1st) The Cathedral of Almalexia, by Ludovic. This thing is pure sex. Really. One look at that and you will know what you are modding for. You will know why anyone mods. It is for that :-) It is also known as i3-59-Ind, and is located up the ramp in the cell below Western gate. As soon as you go up the ramp, turn right, and then turn right again and it's the one with the big imposing gates for doors. F3 if you're that familiar with it.

2nd) The Morag Tong Morrowind HQ. This complex can be found in the southwestern corner of the cell south of the eastern entrance to Almalexia and is also really cool. After all, it's the Morag Tong :-)

3rd) Taythionis Castle. This thing is the really tall big tower right in front of you (not literally) as you enter the capital from the east. Check it out. At about 8 or 9 stories, it's sure to keep you occupied for a while. :-)

---

I'm still working on linking all the interiors, and please do NOT post error reports or comments about errors here, they will only be archived! Save any errors you find to a notepad document or a word document for when map 3 error reporting opens up. (That should not be long in coming :-D)

Enjoy,

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Post by Lady Nerevar »

just when i thought i had finished screenshoting map3.... oh well, it will be nice to see some interiors in the galery
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Post by Bloodthirsty Crustacean »

Old Ebonheart is supposed to still be in a pretty rough shape, right? Or could it be a problem at my end (stuff's floating all over the place)?

Also, is the cell (0, 0) supposed to have been modified?
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Post by Haplo »

yeah, OE is still really rough, no worries about that :-)

And my CS (I assume it's normal) always edits Ashlands (0,0) for some reason, no matter what mod. Even interiors I think. It's easy to clean though, it doesn't actually edit anything or add anything, it just marks the cell as edited so I delete the reference in TESAME and it's good.
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Post by Bloodthirsty Crustacean »

Yeah, (0, 0)'s name has actually been changed to "xAshlands Region". That's the problem.
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Post by Haplo »

Aye, I put a lowercase x in front of every cell I need to clean out so I don't miss any, or clean out a cell that I might need. Only the 'x' cells get cut. Don't worry, it's there on purpose :-)
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Post by Bloodthirsty Crustacean »

Okay, I've had a look around, and I have three words:

Pure. Unadulterated. Win.

This place is absolutely amazing. Almalexia is the best large city I've ever seen, and truly does justice to it. (Though how are we going to stop people levitating over the walls into the mudball of nothing that is Mournhold?)

Secondly, I have to give absolute kudos to the masterpiece that is "the unnamed Indoril city" (no ints, or name on the map), which is the one which is built into cliffs and tunnels, and has the awesome out of use hot spring baths nearby.

Finally, the snowy mountain with St. Delyn's shrine on top, is beautiful and genius. Frankly, it needs a pilgramage. :)
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Post by xeth-ban »

Where exactly is this shrine you speak of? i would really like to visit it
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Post by Bloodthirsty Crustacean »

I don't know the cell exactly (it doesn't 'show up' on the map), but use the info button in the CS to find all the references of St. Delyn's statue. One of them will be in a "Map3" cell. That's your man. :)

EDIT: It's (34, -31)
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Post by Nomadic1 »

Almalexia has turned out really well. :] But I have the sneaking suspicion that Map 3 detailing around there would involve removing refs. Also, that fucking Silt Strider port or Western Gate gives me a CTD. Also, what happened to Old Ebonheart?
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Post by Haplo »

The CTD in the Almalexia cell is still under work. It's because of the sudden increase in height and the amount of increase that causes it, I'm almost sure. Why? Because before any lowering, it gave everyone a CTD, and after I lowered it by about 5%, it gave only some people CTDs.

Also, OE wasn't clean when it was merged and the cells from hell had come back, so I quick did what I could to fix the glaring part, but there's still a lot to be done. OE will be the last thing I do on Map 3 before I open it up for others to work on.
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Post by Nomadic1 »

It's good to know that the CTD isn't because my comp specifically is crappy. But geez there has been a lot of good modding here at TR :)
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