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  Topic: i4-317-Hla
arvisrend

Replies: 76
Views: 25373

PostForum:  Interiors: Finished   Posted: Wed Nov 07, 2018 6:47 am   Subject: i4-317-Hla
  Topic: Project Update
arvisrend

Replies: 8
Views: 3733

PostForum:  News   Posted: Wed Aug 12, 2015 3:43 pm   Subject: Re: Project Update
Congratulations, Theminimanx! And also seneca37, Gnomey and Swiftoak, or rather congratulations TR for having active administrators at last :)
  Topic: House Redoran Landscape
arvisrend

Replies: 38
Views: 15259

PostForum:  Master Planning   Posted: Sat May 02, 2015 10:47 pm   Subject: House Redoran Landscape
I have very little skin in this game by now, but I want to second RyanS's suggestion not to change the palette around Baan Malur. The Solstheimy forest -- which can probably be made more distinct if n ...
  Topic: Anonymous Trolling (Interior Showcase)
arvisrend

Replies: 15
Views: 4589

PostForum:  Developer Showcase   Posted: Sat Mar 07, 2015 6:20 am   Subject: Re: Anonymous Trolling (Interior Showcase)
At a quick glance I can see a floating bk_Confessions over a bed; but I also see a lot of items rotated on uneven surfaces far better than I would have done it. And the cell is not lacking in detail ( ...
  Topic: [Quest Idea] - Thieves Guild - The Thick Yellow Line
arvisrend

Replies: 6
Views: 1966

PostForum:  Quests & Dialogue   Posted: Thu Feb 26, 2015 6:30 am   Subject: [Quest Idea] - Thieves Guild - The Thick Yellow Line
+1 for Kragenmoor. This place needs some life breathed into it, and this does well.

Yes, the AI will be a piece of work. This needs tons of chained AITravels and PlaySound3Ds (I don't see much need ...
  Topic: [Quest Idea] - Mages Guild - Marked for Slaughter
arvisrend

Replies: 5
Views: 1625

PostForum:  Quests & Dialogue   Posted: Thu Feb 26, 2015 6:25 am   Subject: [Quest Idea] - Mages Guild - Marked for Slaughter
I am torn. The falling sword out of nowhere sounded really cool and refreshing, but the nixhound strains the immersion less. Though I would use a daedra instead of a nixhound; I'd rather not paint a p ...
  Topic: Imperial Cult
arvisrend

Replies: 11
Views: 3800

PostForum:  Old Ebonheart   Posted: Thu Feb 26, 2015 6:14 am   Subject: Imperial Cult
Lost to the Deep: The PC is told about the Vernal Tiger, a ship that sank between Firewatch and Old Ebonheart. On board was the Skull of Iridius, a holy relic. In order to find out what happened you n ...
  Topic: The Mages Guild [Faction]
arvisrend

Replies: 16
Views: 4857

PostForum:  Master Planning   Posted: Fri Feb 20, 2015 7:00 am   Subject: The Mages Guild [Faction]
I haven't read the whole conversation, but let me add that the Galbedir-Ajira rivalry always struck me as friendly, almost a joke. The monetary value of the soulgems (prior to the MCP rebalance) might ...
  Topic: i3-743-Ind
arvisrend

Replies: 36
Views: 10774

PostForum:  Interiors: Reviewing   Posted: Sat Feb 07, 2015 9:02 pm   Subject: i3-743-Ind
I think the first option is the better one, as it hides the water-level mismatch better.

Load TR_Mainland.esp along (non-active) as you edit your int. Clean with tes3cmd or don't clean, as you wish ...
  Topic: i3-743-Ind
arvisrend

Replies: 36
Views: 10774

PostForum:  Interiors: Reviewing   Posted: Sat Feb 07, 2015 7:20 pm   Subject: i3-743-Ind
Sarbiri is indeed close to this sinkhole and should be connected with it. Ideally, both Sarbiri and the ruin should bridge some of the height difference between the top and the bottom of the sinkhole. ...
  Topic: maggot7896's Quest Showcase
arvisrend

Replies: 8
Views: 2992

PostForum:  Developer Showcase   Posted: Sat Jan 31, 2015 11:49 am   Subject: maggot7896's Quest Showcase
Yes, the file looks cleaner now. Generally, there are several ways to clean an ESP file; the most common one is to open it in TESAME and go over all items, deleting the ones that you have not willingl ...
  Topic: maggot7896's Quest Showcase
arvisrend

Replies: 8
Views: 2992

PostForum:  Developer Showcase   Posted: Sat Jan 31, 2015 4:04 am   Subject: maggot7896's Quest Showcase
Not having the time for a proper look yet, but just a first exercise. What happens if I pick up the sword, then drop it and pick it up again?


Record: SCPT "aa_orcsword" Flags:0x ...
  Topic: [Quest/NPC Idea] - Misc. - Shrine of St. Urnim
arvisrend

Replies: 2
Views: 1356

PostForum:  Old Ebonheart   Posted: Tue Jan 27, 2015 2:15 pm   Subject: Re: [Quest/NPC Idea] - Misc. - Shrine of St. Urnim
You are the king of Morrowind scatology. I'm looking forward to playing this!
  Topic: Gnas Mor (Tier III City) North AT
arvisrend

Replies: 10
Views: 3119

PostForum:  Hlaalu - Thirr   Posted: Mon Jan 26, 2015 11:33 pm   Subject: Re: Gnas Mor (Tier III City) North AT
+1 too. This is nice, but...

- Can we do this without opening up new int claims?

- Will the Hlaalu hillbillies accept a Khajiit living among them? I like the idea but it needs to be played well. ...
  Topic: Imperial Archaeological Society [Faction]
arvisrend

Replies: 39
Views: 7746

PostForum:  Master Planning   Posted: Thu Jan 22, 2015 4:39 pm   Subject: Imperial Archaeological Society [Faction]
I had a few random ideas for possible quests/questlines:

Very nice, thank you!

1.) Tracking down evidence of a theorized "lost tribe" of Nedes that settled west of the Thirr to escape Ayleidic t ...
  Topic: The Mages Guild [Faction]
arvisrend

Replies: 16
Views: 4857

PostForum:  Master Planning   Posted: Thu Jan 22, 2015 4:29 pm   Subject: Re: The Mages Guild [Faction]
@Gnomey:

I remember hearing the idea that Bal Oyra would be deleted one day. The MG there is just a "relay", whatever this means (a single room mainly used for travel), and the two Bal Oyra MG ques ...
  Topic: Imperial Archaeological Society [Faction]
arvisrend

Replies: 39
Views: 7746

PostForum:  Master Planning   Posted: Wed Jan 21, 2015 1:12 pm   Subject: Imperial Archaeological Society [Faction]
The Mages Guild is a guild of magicians, established to pool their power, influence and expertise. The common trait of its members is that they study magic, but many of them have particular interests ...
  Topic: [Quest Idea] - House Telvanni - A Gorged Guar
arvisrend

Replies: 1
Views: 1125

PostForum:  Quests & Dialogue   Posted: Tue Jan 20, 2015 5:41 pm   Subject: Re: [Quest Idea] - House Telvanni - A Gorged Guar
This is fucking beauty.
  Topic: House Indoril Brainstorming
arvisrend

Replies: 110
Views: 48973

PostForum:  Master Planning   Posted: Tue Jan 20, 2015 5:38 pm   Subject: House Indoril Brainstorming
Nice -- but shouldn't something like this be part of a bigger story? Daedric curses, to my knowledge, are not common knowledge in MW; an enchanter, an arcanist or a Daedric cultist might know them, bu ...
  Topic: [Old Ebonheart] Documents of Variably Classified Nature
arvisrend

Replies: 2
Views: 1546

PostForum:  Literature   Posted: Fri Jan 16, 2015 11:47 pm   Subject: Re: [Old Ebonheart] Documents of Variably Classified Nature
The last one is a kind of eye-averter that is deliberately ridiculous and implausible so as to cast doubt upon any other documents that might leak along with it?

Nice stuff, generally, although I i ...
  Topic: RVNANT concepts
arvisrend

Replies: 7
Views: 2296

PostForum:  Concept Art   Posted: Fri Jan 16, 2015 1:48 pm   Subject: RVNANT concepts
This is great, Nalin -- dark, ugly and natural. The thing feels like it lives there and you are intruding on its territory. We need more monsters like that!

On another note, do we have a thread in ...
  Topic: TR alpha Error Reporting
arvisrend

Replies: 37
Views: 18005

PostForum:  Archives   Posted: Thu Jan 15, 2015 7:23 pm   Subject: TR alpha Error Reporting
Miraclestone: there is nothing wrong with reporting whatever errors one encounters that seem to come from TR. There will be some rate of false positives, but the result is still better than what could ...
  Topic: Indoril-Thirr Section File
arvisrend

Replies: 54
Views: 18351

PostForum:  Indoril - Thirr   Posted: Tue Jan 13, 2015 3:12 am   Subject: Indoril-Thirr Section File
Releasing the file (with apologies for how long these few edits took).

Cleaned file and modified some IDs to fit TR naming conventions. There still exist doubled NPCs, though. Please check the foll ...
  Topic: Additional Artifacts Project
arvisrend

Replies: 23
Views: 5565

PostForum:  Conceptualization   Posted: Sat Jan 10, 2015 10:09 pm   Subject: Additional Artifacts Project
I am not a modeller, but I like the looks of these items! But there is a bug:


TES3Stream Warning: Model "Meshes\TR\w\tr_chillrend.nif" tex not found "textures\tr_tx_chillrend_g ...
  Topic: i4-498-Hla
arvisrend

Replies: 27
Views: 4132

PostForum:  Interiors: Reviewing   Posted: Mon Jan 05, 2015 2:15 pm   Subject: i4-498-Hla
I think that if we keep it in Teyn, we should lampshade it in dialogue, though. Some kind of urban legend about a Daedric temple (urban legends are prone to hyperbole) under the town spreading among t ...
  Topic: i4-498-Hla
arvisrend

Replies: 27
Views: 4132

PostForum:  Interiors: Reviewing   Posted: Sun Jan 04, 2015 6:22 pm   Subject: i4-498-Hla
TESAME: Clean

Fits exterior: No

This is the one thing that needs d ...
  Topic: Hieragropha of Azura, Discourses of Oblivion
arvisrend

Replies: 10
Views: 2811

PostForum:  Literature   Posted: Sun Dec 28, 2014 6:54 pm   Subject: Hieragropha of Azura, Discourses of Oblivion
Thinking about that, they do remind me a bit of the Shivering Isles. On the other hand, the melancholy and hauntedness of this place might be gone if we give it a Sheogorath backstory. Needs some thin ...
  Topic: Hieragropha of Azura, Discourses of Oblivion
arvisrend

Replies: 10
Views: 2811

PostForum:  Literature   Posted: Sun Dec 28, 2014 4:47 pm   Subject: Hieragropha of Azura, Discourses of Oblivion
Rats' comments encouraged me to read on, which was fortunate: There is lots of good stuff in 2-6, in fact. I still hold that 1 is bad on many levels. 2-6 would do with some local improvements:

"The ...
  Topic: i4-498-Hla
arvisrend

Replies: 27
Views: 4132

PostForum:  Interiors: Reviewing   Posted: Sun Dec 28, 2014 1:00 am   Subject: i4-498-Hla
More changes made, up to the last in_mud_rock_17.

- There was some subtle ceiling caspery at the bottom of the lava room. Covered with an in_mud_rock_25.

- An in_mud_rock_16 was caspering very s ...
  Topic: City Planning: Andothren
arvisrend

Replies: 35
Views: 10507

PostForum:  Hlaalu - Thirr   Posted: Sat Dec 27, 2014 10:31 pm   Subject: City Planning: Andothren
All I meant was that I don't think we can really judge what to do with the interiors until we know how the final exterior and concept for the city looks like, and as such the latter should be a priori ...
  Topic: Hieragropha of Azura, Discourses of Oblivion
arvisrend

Replies: 10
Views: 2811

PostForum:  Literature   Posted: Sat Dec 27, 2014 10:15 pm   Subject: Re: Hieragropha of Azura, Discourses of Oblivion
They are modern in a bad sense, but more importantly, they are concrete notions bereft of most of their meaning. This is what I meant by "mismatched metaphors" (which might, ironically, be a mismatche ...
  Topic: City Planning: Andothren
arvisrend

Replies: 35
Views: 10507

PostForum:  Hlaalu - Thirr   Posted: Sat Dec 27, 2014 5:47 pm   Subject: City Planning: Andothren
I disagree with your not seeing a great hurry -- IMHO this is the least finished part of North AT, and any progress here would be a noticeable step forward for the whole project. But I'm glad to see t ...
  Topic: City Planning: Andothren
arvisrend

Replies: 35
Views: 10507

PostForum:  Hlaalu - Thirr   Posted: Sat Dec 27, 2014 12:37 am   Subject: City Planning: Andothren
From a brief discussion with Swiftoak on IRC, I just realized that the version of Andothren in the current North AT merge *is* the newest one. Is this true?

[01:29] Swiftoak: hlaalu banner on the s ...
  Topic: i4-466-Hla
arvisrend

Replies: 11
Views: 2181

PostForum:  Interiors: Reviewing   Posted: Fri Dec 26, 2014 11:46 pm   Subject: i4-466-Hla
Tes96, are you still getting stuck in OpenMW 0.34? I am asking because they used to have a [url=http://bugs.openmw.org/issues/1487]bug which caused the player to have a larger collision box than in va ...
  Topic: i4-498-Hla
arvisrend

Replies: 27
Views: 4132

PostForum:  Interiors: Reviewing   Posted: Fri Dec 26, 2014 11:37 pm   Subject: i4-498-Hla
Partial review, up to the last in_mud_rock_04. (Not having that much time today.)

A wonderful int! (Reminds me of Thief's Lost City a bit, and this is a good thing.) I made the following changes so ...
  Topic: City Planning: Andothren
arvisrend

Replies: 35
Views: 10507

PostForum:  Hlaalu - Thirr   Posted: Fri Dec 26, 2014 4:48 pm   Subject: City Planning: Andothren
Not entirely sure if this is the best thread, but Andothren needs a few cleanups as well as adding in the new interiors. I could do both, if people want me to.

Is the offer still standing, Aeven? W ...
  Topic: Some notes on Hlaalu NPCs
arvisrend

Replies: 2
Views: 1413

PostForum:  Master Planning   Posted: Fri Dec 26, 2014 4:46 pm   Subject: Re: Some notes on Hlaalu NPCs
Thanks, gro!

hot-headedness, and stoicism

Care to explain how these two work together? Or is this a sliding scale?

1. “Rural” Hlaalu. These conform most to the standard Dunmer stereotype. ...
  Topic: [Quest Design] - A Hinted Agenda
arvisrend

Replies: 4
Views: 1591

PostForum:  Hlaalu - Thirr   Posted: Fri Dec 26, 2014 4:39 pm   Subject: Re: [Quest Design] - A Hinted Agenda
Nice! I think there is virtue in going with rot's suggestion but letting the questgiver sound like it is about competition. Basically, the player can ask him why he has never seen him selling [whateve ...
  Topic: Hieragropha of Azura, Discourses of Oblivion
arvisrend

Replies: 10
Views: 2811

PostForum:  Literature   Posted: Fri Dec 26, 2014 4:36 pm   Subject: Re: Hieragropha of Azura, Discourses of Oblivion
Is "Hieragropha" the spelling you intend? I'd say No, but with Sheogorath you never know.

I must say I don't like the writing. Too much generic RPGness and mismatched metaphors in there. "He sifted ...
  Topic: The North Andothren-Thirr merge
arvisrend

Replies: 61
Views: 19416

PostForum:  Hlaalu - Thirr   Posted: Fri Dec 26, 2014 4:28 pm   Subject: The North Andothren-Thirr merge
Done with this. Sorry for the time it took.

The following ints have been merged in, linked and pathgridded (unless stated otherwise):

civilized:
i4-408
i4-420 till i4-425
i4-415 till i4-418
...
 
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