TR_Data Updates Thread

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Aeven
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Post by Aeven »

Here's the requested AI cliffs. I suggest following WG cliff naming conventions, but obviously making WG AI.
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Post by Haplo »

TR_Data has been updated!

Update includes:
3 new Imperial tower pieces
Fixed Indoril pieces
AI cliffs and GL half-sized cliffs
Fixed TR_Skar mesh
Fixed Nord Tower (Dunmereth Pass-style)
Centered (TR) version of the decorative Indoril pillar mesh.
TR_terrain_rock_gl_03 with a proper GL texture
Fixed Dwemer interior tile pieces
Fixed Necrom doorjamb and mausoleum mesh
New Indoril skirts

Make sure you get both TR_Data.esm and TR_Data.7z
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Post by Aeven »

This completes our big AI rock set, with things like arches et c.
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Post by Haplo »

TR_Data has been updated!

Update includes:
Four new static TR_templebanner banners
Nine new TR_terrain_AI_rock_# rocks
Five new TR_terrain_rock_RM_# rocks
Four new TR_terrain_rocks_RMs rock clusters

Make sure you get both TR_Data.esm and TR_Data.7z
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Post by Aeven »

Fixed Almalexia and Sotha Sil trioliths which had some weird UV mapping on the edges.
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Post by Haplo »

TR_Data has been updated!

Update includes:
Fixed UV Mapping of the Sotha Sil and Almalexia trioloths
Necrom Temple (sans basement)
"Fixed"? version of resized GL cliffs
Indoril shirts & Great House skirts
Various item statistics tweaks

Make sure you get both TR_Data.esm and TR_Data.7z.

It will probably be updated again tomorrow or soon after, so if you don't need any of the new things in this update, I would advise that you wait until the next update.
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Post by Aeven »

Edit 3: Removed files. The fix created more issues than it fixed.
Last edited by Aeven on Thu Jul 29, 2010 12:56 am, edited 1 time in total.
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Post by Haplo »

I'm not sure what the point of that post is, Aeven. Did you mean to include a file?
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Post by Adanorcil »

Haplo wrote:I'm not sure what the point of that post is, Aeven. Did you mean to include a file?
I could swear there used to be one.
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Post by Haplo »

Then it has apparently disappeared.
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Post by Jule »

I haven't seen any files.
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Post by Haplo »

TR_Data has been updated!

Update includes:
For real fixed trioloths
6 new Necrom banners
Missing texture for temple piece
A portcullis mesh for border forts. The script still has to be written and attached to it in the plug-in.

Make sure to grab both TR_Data.esm and TR_Data.7z, especially if you skipped the last update.
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Post by Aeven »

Here are some retextured Hlaalu stairs to match the Necrom set. Cathartis asked for these, as the Hlaalu ones used in Necrom were a particular eyesore.

Also, a Necrom tower which was "fixed" so it uses the TR clone texture rather than the vanilla one, so for people with replacers there is still a visual consistency between buildings.

EDIT: Created BM rocks. I think they could come in handy some time. They are like the AI ones I made, but for the BM set.
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Post by RelinQ »

(Nice work Aeven, those stairs were horrific, anyway...)

TR_Terr_cliffxxxxx pieces

Here are 4 statics that have been retextured to GL for Blackbird's 4-48 Claim.

Using old texture:
[url=http://s7.photobucket.com/albums/y286/Relinquished_kaos/4-48-2.jpg][img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/th_4-48-2.jpg[/img][/url]

Using new texture:
[url=http://s7.photobucket.com/albums/y286/Relinquished_kaos/4-48GLreplacement.jpg][img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/th_4-48GLreplacement.jpg[/img][/url]

Let me know if any other of those small cliff pieces need retexturing to GL any other type.
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Post by Adanorcil »

[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=22816][Context][/url]
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Post by RelinQ »

Uploading some RM Cliffs.

MA cliffs around textures that are all RM just look to darn wierd.

These are only the half sized cliffs, but if you scale them resoultion is still fine and they're more than big enough.

(tbh, I barely use the half sized cliffs higher than about 0.8 anyway)

[url=http://s7.photobucket.com/albums/y286/Relinquished_kaos/someRMCliffs.jpg][img]http://i7.photobucket.com/albums/y286/Relinquished_kaos/th_someRMCliffs.jpg[/img][/url]
[Pic shows 4 of 6 cliffs.]


As an exterior Modder, I would like to see any border claims or VM region claims using these instead of MA.
I would also like to state the other exterior modders have expressed an interest in this as well.
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Post by Haplo »

TR_Data has been updated! This is a rather large update. Every modder should download the new TR_Data.esm and TR_Data.7z files.

Update includes:
6 new RM cliffs (small cliffs)
5 New GL cliff pieces
Necrom Fane meshes
Exterior canton floor tile piece
Embassy banner
BM rock set (although we might need to remove some of the original green vertex shading from when they were WG)
Fixed version of the TR_ex_nec_tower
3 Necrom stair meshes (exterior)
New sea crab
New Vermai
New Dres hunter armor

Please note: the Dres hunter armor needs icons and proper ground meshes. The current ones are placeholders.

I've decided to leave the Othreleth mushrooms until next time.
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Post by Bloodthirsty Crustacean »

Vermai is fit, one of the best things I've ever seen and looks like it came straight out of vanilla, up there with the best fan made creatures Morrowind has (all of which were made by Nalin or Worsas :P).

Necrom Ordinator's gauntlets are still broken.

TR_common_shirt_ind_02 is using the same chest mesh as 01 - there should be a seperate one - they're distinct Body Parts tho', so it means there's a loose .nif floating around the .bsa somewhere.

TR_common_skirt_ind01-4 are still incorrectly ID'd as Indoril (they're just common), but more importantly 02-4 have not been assigned their respective gnd meshes.

Otherwise, I think it's all shipshape.
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Post by Aeven »

What about Worsas' glorious swamp troll?
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Post by Bloodthirsty Crustacean »

That's what I meant...?

"up there with the best fan made creatures Morrowind has (all of which were made by Nalin or Worsas :P)"

EDIT: Oh, unless you mean it's not in Data? If it's not, it should be, yeah.
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Post by Osidian »

TR_terr_RM_Cliff02-0.5 has an incorrect texture, it's not RM

Here's a screenshot from the CS: http://img64.imageshack.us/img64/197/rmcliff.jpg
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Post by Haplo »

Thank you, Goku. That will be fixed in the next update. (In the future, please report errors in the appropriate thread, which happens to be just below this one, conveniently labeled Error Reporting)
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Post by Haplo »

TR_Data has been updated!

Update includes:
TR_terr_RM_Cliff02-0.5 has proper texture now.
TR_terrain_WG_cairn is now available in the statics tab.
TR_ex_com_tower_01 now works with texture replacers.
TR_nec_groundtexture now available for Necrom.
TR Rich com interior pieces now have vertex shading.
TR_in_C_Rich_Wall is newly added in the statics tab.
TR_terrain_BM_rocks_03 and _04 are now in the statics tab.
TR_terr_TI_cliff_el2dr and _st15 now have the correct texture.
TR_terr_BM cliffs (regular and 0.5-sized) are now included.
TR_terr_BM small cliffs are also available... select pieces, at least.
TR_terr_ashscum_01 through 03 are now available.
TR_ash set is now available for use in the ash swamp. (Although we don't have any custom ground textures or rocks)
New Swamp Troll
New Nix Mount
New sounds for the Vermai
TR_common_skirt_ind01-4 have proper ground meshes now.
Some grammar/spelling mistakes in various books have no been fixed.
Various TR robes now have proper body parts assigned.
Necrom Ordinator gauntlet issue has been fixed.

Make sure you grab both TR_Data.esm and TR_Data.7z, as they have both been updated.
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Post by Aeven »

Here are two Necrom versions of the Hlaalu stairs I missed.

Edit: I made Velothi versions of these too. We have a couple of places where they would look better, such as in the few Velothi settlements in Telvannis. 6 and 7 have a weird mapping issue due to the texture assignment. I can't fix this myself.
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Post by Haplo »

TR_Data has been updated!

Update includes:
Fixed UV mapping/collision/etc. on a butt load of objects
New Necrom and Velothi stairs
Finished Nixmount
Fixed gems!
New TR_ash_Whiteshroom01
Fixed BM cliffs, and some new BM cliffs, too
New Dres Skyrender sounds
New BM rocks


Make sure you grab both TR_Data.esm and TR_Data.7z, as they have both been updated.
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Post by Haplo »

TR_Data.esm has been updated. Everyone should update when they can, but anyone with a Map 5 claim should update ASAP. You do not need to download TR_Data.7z for this update, only TR_Data.esm.
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Post by Haplo »

TR_Data has been updated!

Update includes:
BM cave entrance
BM natural bridge
BM rock stairs
Redoran entrance
Redoran tower exterior/interior
Redoran exterior steps (2 types)
Fixed broken planks 02-04
Stronghold-style border gate with blocked script
Fixed Imperial Legion dialogue
A few fixes in some various books

Make sure you grab both TR_Data.esm and TR_Data.7z, as they have both been updated.
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Post by Why »

Could [url=http://www.imperial-library.info/content/oblivion-ten-commands-nine-divines]The Ten Commands Of The Nine Divines[/url] be added to TR_Data please? We lack religious scriptures for the Imperial Cult, and even while this is an Oblivion book it's still appropriate (unless we want to take the Cult in some wildly different direction) and given the nature of the text and the fact that there's no author listed, there should be no chronological issues. I'd appreciate both an open variant in Text_Quatro_open_02.nif and a closed variant in Text_Quatro_02.nif. Nice Imperial diamonds.

I couldn't find an item request thread though I could swear I remember us having one, so sorry about that :o
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Post by Scamp »

[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=18686]:wink:[/url]

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Post by Knots »

Here is a set of large stairs textured to fit with Redoran architecture. They were made for [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=19346]Kogotel[/url] since right now an identical-but-mapped-for-Hlaalu set of stairs is used there.

The file is attached.

Pic: http://img809.imageshack.us/img809/9964/kogotelstairs.jpg
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Post by Knots »

Treeoaks in the current TR_Data have [url=http://img268.imageshack.us/img268/2254/fbzzub.jpg]a problem with MGE XE[/url] because of their alpha thresholds. These look just as good but do not have the problem with MGE XE. Anyone not using XE should not notice any difference, making this an uncompromising improvement.
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Post by Haplo »

TR_Data has been updated!

Update includes:
Fixed treeoak files (alpha values)
Stoneware platter
Vandalized way stone
Four TR_Flora_Trama_Shrubs (01, 02, 05, 06) statics w/ collision
New stairs for Kogotel (TR_ex_red_stairs, for use in any Redoran settlement)
Velk
Ovary tree and sprout for Othreleth Woods
Clean, graffiti, and blank menhirs (five of them) for Uld Vraech and other northern areas)
23 Othreleth Woods tree meshes
Momo's Fishery and Crane resources (Basket resource needs to be translated into English by someone who speaks German so I can fix the file paths)


Make sure you get both TR_Data.esm and TR_Data.7z
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Post by arvisrend »

Here are the translated resources. I have renamed even those meshes which already had an English filename, since otherwise, a player who already has the German version installed (for some other mod) would have these overwritten by the English ones, and then when he uninstalls TR they would miss their source files. If you don't like this idea, rename them back. They are MomoBasket0*E.nif (for * = 1, 2, ..., 7), MomoBasketCeramic01E.nif, MomoBasketCeramic02E.nif and MomoBasketGroupCloth01E.nif, and it's the "E" that I inserted.

And while we're here, I'd like to reiterate this:
arvisrend wrote:Cat, Adanorcil, Lady_N and me agreed that there shouldn't be undead as random encounters in the Sacred Lands wilderness (I'm really talking about random encounters, not about skeletons in front of tombs; those obviously have a good reason to be there). So the leveled lists starting with "TR_r_Sacred_Lands_land" and "TR_r_Sacred_Lands_cave" (caves are usually not tombs) shouldn't have the Skeleton leveled lists in them. Haplo: could you fix this along with removing the daedric bats?
You see, I'm being subtle as usual.

EDIT: And as we are talking of alpha maps, the ones on the Necrom doors are still broken...

EDIT: Thanks for killing the sea troll with fire!
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Post by arvisrend »

Upon request: here's the alpha issue on Necrom doors.

EDIT: UV, not alpha. Oops. :oops:
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Post by Haplo »

For Lady Nerevar
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Post by Lady Nerevar »

Should be fixed.
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Post by arvisrend »

All generic guards should be set to respawn.
At the moment, none of the 6 TR_ind_guard* subtypes does.

While fixing them, you might also give them different head/hair types.
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Post by arvisrend »

Why does Creature TR_cr_parastylus have no sound assigned, but all the variants of it have sound?
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Post by Haplo »

I don't have any concept of how sounds for creatures work, but I will try to add a sound to the normal parastylus.
Last edited by Haplo on Mon Apr 23, 2012 2:19 am, edited 1 time in total.
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Post by arvisrend »

Also, creature TR_cr_sea_crab has sound mudcrab, whereas creature TR_cr_sea_crab_dis has sound TR_cr_sea_crab. Something is wrong about this.

Creature TR_Mouse might need some sounds. Come on, that looks to me like a very easy sound claim for somebody who lives in the countryside.
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