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  Topic: The Tamriel Rebuilt Museum
Dragon32

Replies: 7
Views: 2411

PostForum:  Misc TR Topics   Posted: Thu Nov 26, 2015 5:49 pm   Subject: The Tamriel Rebuilt Museum
<snip>
I'd imagine doing interiors functioning as exteriors would be the best way to go but I don't have a clue how to convert landscaping to a model for an interior. If someone knows how to do ...
  Topic: Outside main TR: Concept travel
Dragon32

Replies: 59
Views: 12472

PostForum:  Misc TR Topics   Posted: Tue Nov 24, 2015 11:45 pm   Subject: Outside main TR: Concept travel
<snip>
* Tel Fyr is an issue, I haven't yet checked if the Unofficial Morrowind Patch adds a travel route there, it would conflict with the edits to Sadrith Mora or Tel Aruhn, possibly both.
& ...
  Topic: 15.10 Release
Dragon32

Replies: 14
Views: 3518

PostForum:  News   Posted: Mon Nov 23, 2015 6:24 pm   Subject: 15.10 Release
Was it an intentional choice to remove text (and crucially version number) from the Description fields of TR_Mainland.esm and TR_Preview.esp? Was this a one off or how things will be for all future re ...
  Topic: [TO DO] Hopeful To-Do for Dec 8 2015 Release
Dragon32

Replies: 15
Views: 3103

PostForum:  Project Organization   Posted: Wed Nov 18, 2015 6:53 pm   Subject: [TO DO] Hopeful To-Do for Dec 8 2015 Release
First, on behalf of the Lead Developers at TR, thank you for the excellent job you've been doing on Nexus. Both you and Abot, on the Bethesda Forum, have been extremely helpful. We, all, truly appreci ...
  Topic: [TO DO] Hopeful To-Do for Dec 8 2015 Release
Dragon32

Replies: 15
Views: 3103

PostForum:  Project Organization   Posted: Mon Nov 16, 2015 7:35 pm   Subject: [TO DO] Hopeful To-Do for Dec 8 2015 Release
I've got another one:

Check out the comments (and help people) on the Nexus release page more than once a month.

TamrielRebuiltTeam last logged in on October 9th? I help where I can but I mean, ...
  Topic: Outside main TR: Concept travel
Dragon32

Replies: 59
Views: 12472

PostForum:  Misc TR Topics   Posted: Sun Nov 01, 2015 11:07 am   Subject: Outside main TR: Concept travel
Hm, if those River Striders get removed from Telvanni lands (which is actually good, because placing them is a pita in existing maps), then Tel Branora has a problem - too many boat routes.
<snip ...
  Topic: Outside main TR: Updating those mods
Dragon32

Replies: 3
Views: 1289

PostForum:  Project Organization   Posted: Sat Aug 29, 2015 3:40 pm   Subject: Outside main TR: Updating those mods
Skrawafunda is still around, I think. Best bet would be to PM him on Bethsoft, not sure how often he checks his [url=http://www.nexusmods.com/morrowind/mods/43140/]Nexus upload
  Topic: Gems and Minerals
Dragon32

Replies: 16
Views: 3155

PostForum:  Concept Art   Posted: Tue Aug 25, 2015 6:08 pm   Subject: Gems and Minerals
Yeah, maybe. I don't know. I like making resources for projects rather than releasing modders resources on mod sites. I release actual mods on those sites instead that I always update and am in contro ...
  Topic: Gems and Minerals
Dragon32

Replies: 16
Views: 3155

PostForum:  Concept Art   Posted: Mon Aug 24, 2015 5:57 pm   Subject: Gems and Minerals
Why not package these up and release them as a modder's resource on Morrowind Nexus or Great House Fliggerty?

I've made an update to Chris Woods' rather excellent [url=http://mw.modhistory.com/down ...
  Topic: Generic dialogue needing work
Dragon32

Replies: 23
Views: 6956

PostForum:  Conceptualization   Posted: Thu Aug 06, 2015 6:09 pm   Subject: Generic dialogue needing work
To me this scans better:

In past ages, that’s how most Dunmer were named: house name first, personal name second, family name last.
  Topic: Texture Updates & Feedback
Dragon32

Replies: 33
Views: 5320

PostForum:  Asset Development   Posted: Tue Jul 21, 2015 7:12 pm   Subject: [Utility] TESRespec - Resource rename tool
I would've posted this in the TESRespec

Use someone else's stuff in your mod or have modified the game files? Want to make them unique to your mod? You should if you include them in your install.
...
  Topic: Assets needed
Dragon32

Replies: 121
Views: 30245

PostForum:  Old Ebonheart   Posted: Tue Jul 07, 2015 5:43 pm   Subject: Assets needed
Imma just gonna spam this thread with screenshots of stuff I'm working on. Earlier somewhere I've said that I'd really like Old Ebonheart castle's interiors have wall mosaics or murals depicting impor ...
  Topic: [Indoril] Velk and Their Nectar
Dragon32

Replies: 23
Views: 5359

PostForum:  Conceptualization   Posted: Fri Jul 03, 2015 5:57 pm   Subject: [Indoril] Velk and Their Nectar
Just some thoughts on the Velk brew concept rather than the concept art (which as always is amazing, 10Kaziem).

For religious purposes could the Velk brew be mixed with some physical remains of the ...
  Topic: BSA registered, still missing assets
Dragon32

Replies: 3
Views: 1249

PostForum:  Archives   Posted: Wed Jul 01, 2015 6:58 pm   Subject: BSA registered, still missing assets
Could you post your mod list and the contents of your warnings.txt?

Oh, and have you installed in Program Files? OSs after Vista have folder virtualisation so that could mean your edited INI is in ...
  Topic: Question
Dragon32

Replies: 8
Views: 2086

PostForum:  Archives   Posted: Thu Jun 11, 2015 12:16 am   Subject: Question
There's pretty much bound to be a conflict with another landmass mod that's already been released.

And an updated Korobal? *swoons*
  Topic: Question
Dragon32

Replies: 8
Views: 2086

PostForum:  Archives   Posted: Mon Jun 08, 2015 11:40 pm   Subject: Question
This thread by Spirithawke, over on Great House Fliggerty, could be of interest: [url=http://www.fliggerty.com/phpBB3/viewtopic.php?f=28&t=5764]Mod Conflict Maps and Mod Landmass Maps.

I'm not ...
  Topic: Sload in Tear?
Dragon32

Replies: 27
Views: 8843

PostForum:  Master Planning   Posted: Mon May 18, 2015 6:58 pm   Subject: Sload in Tear?
Am I only the only one whose reaction to this thread title was: "I don't know, is he?"

I'll get my coat...
  Topic: Some Ideas
Dragon32

Replies: 8
Views: 2136

PostForum:  Concept Art   Posted: Mon May 18, 2015 5:40 pm   Subject: Some Ideas
Maybe worth looking at how the Oblivion Black Marsh mod is doing Argonia..? [url=http://www.theassimilationlab.com/forums/forum/39-tes-iv-black-marsh/]Forum and [url=https://www.facebook.com/pages/Eld ...
  Topic: SPAM
Dragon32

Replies: 4
Views: 962

PostForum:  Archives   Posted: Mon May 04, 2015 11:46 pm   Subject: SPAM
I dont think I understand your question.Looks like a spam account. SEO?
  Topic: Weird Wizards Islands problem
Dragon32

Replies: 3
Views: 1422

PostForum:  Off-Topic   Posted: Thu Apr 30, 2015 10:29 pm   Subject: Weird Wizards Islands problem
The all black thing sounds like the [url=http://wiki.theassimilationlab.com/mmw/Fogbug]fogbug, but that only affects interior cells rather than exterior ones.

These cells in v7 of the Superpatch ES ...
  Topic: somewhat difficult quest idea
Dragon32

Replies: 6
Views: 2015

PostForum:  Conceptualization   Posted: Wed Apr 29, 2015 10:56 pm   Subject: somewhat difficult quest idea
Have you seen The Ald-Rhun - Maar Gan merchant (Hamoubil) script does not contain commented code as the others do, since the script exceeded the limit of the allowed length for scripts (!).
  Topic: (yet another) Mesh/texture errors
Dragon32

Replies: 7
Views: 1906

PostForum:  Archives   Posted: Sun Apr 26, 2015 11:22 pm   Subject: (yet another) Mesh/texture errors
<snip>
Do you know if there is a difference between "Morrowind" and "TES III: Morrowind"? I'm not sure if the latter is just the "games" folder guessing the full title and adding the icon and w ...
  Topic: (yet another) Mesh/texture errors
Dragon32

Replies: 7
Views: 1906

PostForum:  Archives   Posted: Sun Apr 26, 2015 6:22 pm   Subject: (yet another) Mesh/texture errors
Glad you got it working Smile

Trivia time:

On 64bit versions of Windows:
Program Files (x86) is for 32bit applications
Program Files is for 64bit applications

32bit Windows just has Program Fi ...
  Topic: (yet another) Mesh/texture errors
Dragon32

Replies: 7
Views: 1906

PostForum:  Archives   Posted: Sun Apr 26, 2015 9:51 am   Subject: (yet another) Mesh/texture errors
Have you installed the game in Program Files?

If so you could be running up against Microsoft's folder virtualisation (changes to INI files etc. are made to a copy of the file outside of Program Fi ...
  Topic: the true vivec
Dragon32

Replies: 23
Views: 5344

PostForum:  Conceptualization   Posted: Sun Apr 26, 2015 1:19 am   Subject: the true vivec
Here's some:
PirateLord's Redesigned Vivec
Degor's Vivec Open Cantons (included in More Detailed Places 2013 by Ragox & Zaldir)
Archibald TK's Open Vivec
Szazmyrr3's Vivec Replacement

Could ...
  Topic: [Quest Idea] - Misc. - Kneading the Dough
Dragon32

Replies: 15
Views: 3456

PostForum:  Old Ebonheart   Posted: Fri Apr 24, 2015 7:16 pm   Subject: [Quest Idea] - Misc. - Kneading the Dough
The "form QAF-44E3" and similar references to paperwork are, to me, jarring for a pseudo-medieval society. What's implied by that is a large bureaucracy, effective and extensive paper making industrie ...
  Topic: House Indoril Brainstorming
Dragon32

Replies: 110
Views: 38295

PostForum:  Master Planning   Posted: Thu Apr 23, 2015 5:16 pm   Subject: House Indoril Brainstorming
<snip>
Advancement:
"You must show more piety before you can advance any further"

"You have shown enough piety to take the rank of X"

Piety:
"Speak with Indoril X if you seek piety"

...
  Topic: Duplicate NPCs spawn in mainland area
Dragon32

Replies: 9
Views: 2556

PostForum:  Archives   Posted: Tue Mar 31, 2015 6:20 pm   Subject: Duplicate NPCs spawn in mainland area
Sacred East? That's the name of one of TR's previous releases. Chances are you had some information left over from that in your save game (even though the mod is no longer loaded), the save game is wh ...
  Topic: Duplicate NPCs spawn in mainland area
Dragon32

Replies: 9
Views: 2556

PostForum:  Archives   Posted: Mon Mar 30, 2015 12:00 am   Subject: Duplicate NPCs spawn in mainland area
Firstly, initial cleaning of your installed mods:
(1) On the Mods tab all mods should have a green checkbox.
(2) If any mods have a yellow checkbox, select them and then look for the
Save bu ...
  Topic: Duplicate NPCs spawn in mainland area
Dragon32

Replies: 9
Views: 2556

PostForum:  Archives   Posted: Sun Mar 29, 2015 4:42 pm   Subject: Duplicate NPCs spawn in mainland area
It's not a mod it's a program.

Read the readme, and [url=http://wiki.theassimilationlab.com/mmw/Wrye_Mash]this
  Topic: Duplicate NPCs spawn in mainland area
Dragon32

Replies: 9
Views: 2556

PostForum:  Archives   Posted: Sun Mar 29, 2015 2:20 am   Subject: Duplicate NPCs spawn in mainland area
The MCP makes changes to the game executable so doubling is less prevalent than it used to be.
  Topic: Duplicate NPCs spawn in mainland area
Dragon32

Replies: 9
Views: 2556

PostForum:  Archives   Posted: Sun Mar 29, 2015 12:10 am   Subject: Duplicate NPCs spawn in mainland area
Sounds like [url=http://wiki.theassimilationlab.com/mmw/Doubling]doubling.

The MCP helps to prevent doubling but we still need to use Wrye Mash when updating mods in a running game.

Just in case ...
  Topic: Recycling Voiced Dialogue
Dragon32

Replies: 10
Views: 2035

PostForum:  Conceptualization   Posted: Sun Mar 01, 2015 6:51 pm   Subject: Recycling Voiced Dialogue
Weirdly, I was just commenting on the Nexus thread of
Are you saying that we don't need to do it, because there exist mods like that one?

So our players have to locate and install a additional p ...
  Topic: Recycling Voiced Dialogue
Dragon32

Replies: 10
Views: 2035

PostForum:  Conceptualization   Posted: Sun Mar 01, 2015 1:20 am   Subject: Recycling Voiced Dialogue
<snip>
The best example is how the ports were never connected with the mainland, which was so illogical and had a really bad impact on the gameplay of our players.

Now that I'm thinking abou ...
  Topic: Arena Faction
Dragon32

Replies: 16
Views: 2409

PostForum:  Conceptualization   Posted: Tue Feb 17, 2015 6:43 pm   Subject: Arena Faction
<snip>
Maybe illegal fight clubs?We can't talk about that.
  Topic: Official Statement of Vision [Please Read]
Dragon32

Replies: 66
Views: 33155

PostForum:  News   Posted: Mon Feb 02, 2015 7:25 pm   Subject: Official Statement of Vision [Please Read]
<snip>
The PC worked up through the ranks in a quarantined area, obviously there's no transmission of data from the island.
<snip>I've been hanging around here for a little while and the ...
  Topic: TR alpha Error Reporting
Dragon32

Replies: 37
Views: 17733

PostForum:  Archives   Posted: Fri Jan 16, 2015 6:16 pm   Subject: TR alpha Error Reporting
There's already a list of mods which're incompatible with the Alpha in the PDF readme. Unique Ocean Landscapes should be added to it.

I also posted, over on Bethsoft, some additions to the list bas ...
  Topic: Missing files?
Dragon32

Replies: 4
Views: 1237

PostForum:  Archives   Posted: Tue Jan 06, 2015 6:33 pm   Subject: Missing files?
Did you enable both TR_Data.esm and TR_Mainland.esm?

Did you register the BSA? See the PDF readme for details.

If you Steam library is in Program Files then you'll need to move it.

Not sure h ...
  Topic: Save the Horkers (of Cell -19/14)!
Dragon32

Replies: 2
Views: 1069

PostForum:  Archives   Posted: Mon Jan 05, 2015 8:10 pm   Subject: Save the Horkers (of Cell -19/14)!
Have you tried using Renumber Refs on your plugin / master (Wrye Mash command on the Mods tab)?

[url=http://abitoftaste.altervista.org/morrowind/index.php?option=content&task=view&id=15& ...
  Topic: OE Castle
Dragon32

Replies: 86
Views: 26909

PostForum:  Old Ebonheart   Posted: Sun Jan 04, 2015 1:37 am   Subject: OE Castle
I would say that that main purpose of each of the provincial missions is to provide aid to any and all citizens of their province.
<snip>IMHO I don't agree. In the modern world, sure, that's wh ...
 
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