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  Topic: Player Freedom
Theo

Replies: 8
Views: 2440

PostForum:  Master Planning   Posted: Fri Aug 21, 2015 12:34 pm   Subject: Player Freedom
Here...

http://www.gamasutra.com/view/feature/185353/focusing_creativity_rpg_genres.php
  Topic: Player Freedom
Theo

Replies: 8
Views: 2440

PostForum:  Master Planning   Posted: Fri Aug 21, 2015 10:14 am   Subject: Player Freedom
That is a fundamental question you raise worsas.

I recall reading an article on the web (if only I was able to find it), in which various subgenres of RPG videogames are identified. I recall there ...
  Topic: TR Pipeline Discussion
Theo

Replies: 68
Views: 12608

PostForum:  Project Organization   Posted: Wed Aug 12, 2015 2:52 pm   Subject: TR Pipeline Discussion
I know.

My main point is that quests also should be planned from top to bottom: Starting with main quest, following major faction quests to give more background on major institutions and characters ...
  Topic: TR Pipeline Discussion
Theo

Replies: 68
Views: 12608

PostForum:  Project Organization   Posted: Tue Aug 11, 2015 2:58 pm   Subject: TR Pipeline Discussion
This is just my 2 cents, but when I joined the project long ago I somehow expected that the ultimate goal of TR would to expand the experience of playing morrowind by extending it's main quest. After ...
  Topic: New Roa Dyr Design
Theo

Replies: 62
Views: 14035

PostForum:  Indoril - Thirr   Posted: Wed Nov 19, 2014 8:50 am   Subject: New Roa Dyr Design
This is just my 2 cents, but regarding the docks area I think the estate would benefit visually from not being so open in the direction to the docks. By creating another walled area in there you woul ...
  Topic: Vhul (Tier III City)
Theo

Replies: 28
Views: 8600

PostForum:  Indoril - Thirr   Posted: Sun Sep 07, 2014 7:27 pm   Subject: Vhul (Tier III City)
@Yeti: I do particularly mean this...

@Gnomey: I did check the village in CS, I don't think that makes such a difference.

Don't take me wrong, I like some parts of Vul I mentioned very much. It ...
  Topic: Vhul (Tier III City)
Theo

Replies: 28
Views: 8600

PostForum:  Indoril - Thirr   Posted: Fri Sep 05, 2014 10:30 am   Subject: Vhul (Tier III City)
I like the overall design, but one look at the image demonstrates the inherent weakness of the Velothi set, when used for compact urban environment: that is that the sloped walls of the velothi buildi ...
  Topic: Fighter's Guild
Theo

Replies: 32
Views: 8301

PostForum:  Old Ebonheart   Posted: Fri Aug 22, 2014 4:13 pm   Subject: Fighter's Guild
Here are some random ideas on a possible quest.

Perhaps have a quest to recruit two of six possible candidates for the guild at some stage of the quest, that can later aid player in some final conf ...
  Topic: More Artifacts Project
Theo

Replies: 18
Views: 1652

PostForum:  Conceptualization   Posted: Wed Aug 13, 2014 6:00 pm   Subject: More Artifacts Project
A related discussion is in this thread:

http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23601&sid=e5b229cd23a1f3aef74210c8417317e2
  Topic: Balancing new enchantments
Theo

Replies: 34
Views: 3723

PostForum:  Conceptualization   Posted: Wed Aug 13, 2014 4:12 pm   Subject: Balancing new enchantments
So now that there is Ragox's thread about new artifacts has any of these ideas been implemented?
  Topic: An Almalexia Proposal
Theo

Replies: 110
Views: 43071

PostForum:  Almalexia   Posted: Wed Aug 13, 2014 7:18 am   Subject: An Almalexia Proposal
Let me guess where you draw your inspiration from. Jerusalem?
  Topic: Artifact Descriptions
Theo

Replies: 14
Views: 3642

PostForum:  Literature   Posted: Thu Aug 07, 2014 4:22 pm   Subject: Artifact Descriptions

Speaking of artifacts, doesn't Gwai-Lo mean something like "white devil" in Chinese, a word they used for white people?

Yeah... A silly easter egg of mine from old times. I took it from original ...
  Topic: Ironed Maidens' Showcase ~Sermon -1~
Theo

Replies: 64
Views: 8889

PostForum:  Developer Showcase   Posted: Thu Jul 03, 2014 2:50 am   Subject: Ironed Maidens' Showcase ~Sermon -1~
Learning the technicalities of dialogue and scripting is not that hard, actually. I recommend you to google and download Morrowind Scripting for Dummies tutorial and you should be just fine. If you ca ...
  Topic: Ironed Maidens' Showcase ~Sermon -1~
Theo

Replies: 64
Views: 8889

PostForum:  Developer Showcase   Posted: Wed Jul 02, 2014 3:05 pm   Subject: Ironed Maidens' Showcase ~Sermon -1~
I am afraid, Ironed Maidens, that there is a running misunderstanding about the purpose of a showcase thread.

You are expected to design and implement some quest in a form of playable *.esp file. T ...
  Topic: Ironed Maidens' Showcase ~Sermon -1~
Theo

Replies: 64
Views: 8889

PostForum:  Developer Showcase   Posted: Sat Jun 28, 2014 12:27 pm   Subject: Ironed Maidens' Showcase ~Sermon -1~
Easy, dude Smile This is a quest showcase. In the end you will be required to implement your design.
  Topic: 5-29-Red
Theo

Replies: 65
Views: 23420

PostForum:  Exteriors: Claimed   Posted: Fri Jun 27, 2014 2:32 pm   Subject: 5-29-Red
In this case I must say only great work! The finished cells seem near perfect to me.
  Topic: Ironed Maidens' Showcase ~Sermon -1~
Theo

Replies: 64
Views: 8889

PostForum:  Developer Showcase   Posted: Fri Jun 27, 2014 2:25 pm   Subject: Ironed Maidens' Showcase ~Sermon -1~
As I said - there is a no single optimal way to develop a quest. If this way of writing helps you to develop the quest design, go for it.

But let me remind you that you are about to join a communit ...
  Topic: 5-29-Red
Theo

Replies: 65
Views: 23420

PostForum:  Exteriors: Claimed   Posted: Thu Jun 26, 2014 10:31 pm   Subject: 5-29-Red
After a first look it seems fine to me. Perhaps I would not place the fisherman house that close to that other building. In TES III two buildings that close together already give an impression of a sm ...
  Topic: Ironed Maidens' Showcase ~Sermon -1~
Theo

Replies: 64
Views: 8889

PostForum:  Developer Showcase   Posted: Thu Jun 26, 2014 5:09 pm   Subject: Ironed Maidens' Showcase ~Sermon -1~
Hello Ironed Maidens,

there is not a one single way to design a quest, so please take my advice with reservations, but I am afraid it can be said for certain that the approach you chose in this thr ...
  Topic: q2-16-Mis
Theo

Replies: 62
Views: 15313

PostForum:  Quests: Finished   Posted: Fri Jun 06, 2014 8:19 am   Subject: q2-16-Mis
So is there any problem with the new file? Can this be moved to review_?
  Topic: The Indoril problem
Theo

Replies: 32
Views: 14503

PostForum:  Master Planning   Posted: Fri Jun 06, 2014 7:38 am   Subject: The Indoril problem
I could not agree more with your decision on Akamora, Sload. I have detailed Akamora and Mephalain mountains quite a lot and I can assure you all the moddy, weird and nonstandard stuff there is left i ...
  Topic: Indoril Settlements
Theo

Replies: 46
Views: 12658

PostForum:  Master Planning   Posted: Mon Jun 02, 2014 3:40 pm   Subject: Indoril Settlements
OK, if Akamora is going to be scrapped, is there any reason to presume that it should be replaced by an egg-mining Velothi town? This concept of egg-mining settlement does not strike me as something t ...
  Topic: Quests & Faction Structure
Theo

Replies: 11
Views: 2731

PostForum:  Master Planning   Posted: Wed May 28, 2014 6:32 am   Subject: Quests & Faction Structure
That could work if the higher tiers of the legion had more to do with beauraucracy, politics, governance and diplomacy, rather than law enforcement

Or maybe there could be multiple ways to become a ...
  Topic: q2-16-Mis
Theo

Replies: 62
Views: 15313

PostForum:  Quests: Finished   Posted: Mon May 26, 2014 5:38 pm   Subject: q2-16-Mis
I have finished my work. I am uploading the independent file, you can test it with esp. If you will merge it with esp just remove all the non-quest related NPCs and monsters from Harru cavern.
  Topic: True laws of charity
Theo

Replies: 6
Views: 1720

PostForum:  Literature   Posted: Thu May 15, 2014 5:09 am   Subject: True laws of charity
Thanks for the tips. I will edit this text during the weekend and implement your suggestions.
  Topic: True laws of charity
Theo

Replies: 6
Views: 1720

PostForum:  Literature   Posted: Wed May 14, 2014 9:38 pm   Subject: True laws of charity
I am by no means offended and must agree with your arguments. This is exactly the kind of discussion I wanted to raise: what is the purpose of Temple charity and how does it differ from the one of Imp ...
  Topic: True laws of charity
Theo

Replies: 6
Views: 1720

PostForum:  Literature   Posted: Wed May 14, 2014 10:57 am   Subject: True laws of charity
Ok, here is my take on one prominent aspect of Indoril society. English is my natural language and lore is not my experties, but I hope this text at least raises some interesting philosophical issues ...
  Topic: q2-16-Mis
Theo

Replies: 62
Views: 15313

PostForum:  Quests: Finished   Posted: Sat May 10, 2014 6:56 am   Subject: q2-16-Mis
Thanks rot, these are really good comments. I have fixed them and uploaded new file. Only some comments:

- The inconsistent and moody behaviour of the wizard is part of a way I wish to portray him, ...
  Topic: q2-16-Mis
Theo

Replies: 62
Views: 15313

PostForum:  Quests: Finished   Posted: Fri May 09, 2014 7:11 pm   Subject: q2-16-Mis
I have checked the file and nothing is missing. All the unnamed cells can be removed.

The key locations are
"Erethan Plantation"
"Pedivur's Tower"
and
"Harru Cavern"
  Topic: q2-16-Mis
Theo

Replies: 62
Views: 15313

PostForum:  Quests: Finished   Posted: Thu May 08, 2014 9:02 pm   Subject: q2-16-Mis
OK, here it is. Alpha testing completed ready for review.
  Topic: Treasure hunt chests
Theo

Replies: 7
Views: 830

PostForum:  Archives   Posted: Thu May 08, 2014 9:01 am   Subject: Treasure hunt chests
Each key should be at least unique, if nothing else, so having them as a part of leveled list is probably a bad idea. After having them removed from the leveled lists the current treasure chests on ma ...
  Topic: Treasure hunt chests
Theo

Replies: 7
Views: 830

PostForum:  Archives   Posted: Wed May 07, 2014 2:43 pm   Subject: Treasure hunt chests
It was originally my idea to put the 22(or so) new TR keys that appear on some leveled lists as a random loot to some use and having corresponding 22 chests with some pretty reward scattered randomly ...
  Topic: Exterior Changes around Othrensis
Theo

Replies: 18
Views: 4148

PostForum:  Almalexia   Posted: Wed May 07, 2014 5:40 am   Subject: Exterior Changes around Othrensis
The solitary hill with Othrensis looks a little bit out of place IMO as it stands out in otherwise flat ragion. There should be several similar cliffy formations in the region, although significantly ...
  Topic: q2-16-Mis
Theo

Replies: 62
Views: 15313

PostForum:  Quests: Finished   Posted: Sun May 04, 2014 7:08 pm   Subject: q2-16-Mis
Thank you rot, I will try that out.
EDIT: It worked and so here it is. Still not completely bugfree, but testable version.
  Topic: Inlet Bog discussion
Theo

Replies: 37
Views: 6681

PostForum:  Master Planning   Posted: Sun May 04, 2014 1:12 pm   Subject: Inlet Bog discussion
Inlet bog also could also be an ideal location to introduce more (sunken) OM ruins (Indoril area relatively close to the capital, largely abandoned/uninhabited for some time, region of medium difficul ...
  Topic: q2-16-Mis
Theo

Replies: 62
Views: 15313

PostForum:  Quests: Finished   Posted: Sun May 04, 2014 9:05 am   Subject: q2-16-Mis
Ok, it is clearly a while since I wrote my last TES script. Could someone more knowledgable please take a look at those and tell me why thei compile in CS, but in the game they trhow "missing right ev ...
  Topic: q2-16-Mis
Theo

Replies: 62
Views: 15313

PostForum:  Quests: Finished   Posted: Fri May 02, 2014 8:17 pm   Subject: q2-16-Mis
The quest should be done now, but I had (and will not have anytime soon) time to test it even once. It may not even be playable at this stage. If it is so, I will revisit it later in game.
  Topic: 5-7-Red
Theo

Replies: 65
Views: 15943

PostForum:  Exteriors: Claimed   Posted: Tue Apr 15, 2014 9:24 am   Subject: 5-7-Red
There also used to be two iceberg models at -37,18 but somehow they always disappear after each cleanup or merge. They should be standard non-collapsed versions of the iceberg, so I really have no ide ...
  Topic: q2-16-Mis
Theo

Replies: 62
Views: 15313

PostForum:  Quests: Finished   Posted: Wed Apr 09, 2014 4:50 pm   Subject: q2-16-Mis
Well, that would mean redesigning the quest quite a lot so this time I think I will just go with the lazy solution and disable them in the inappropriate stages as you suggested. After all it is only t ...
  Topic: q2-16-Mis
Theo

Replies: 62
Views: 15313

PostForum:  Quests: Finished   Posted: Wed Apr 09, 2014 12:44 pm   Subject: q2-16-Mis
Ad a) That is probably a valid point, but exploring an empty cave only to find later that it has been a home for a mage for some time and he has not just been at home is also weird, but I guess this i ...
 
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