Sacred East

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Thrignar Fraxix
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Sacred East

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-- Sacred East --
[url=http://i.imgur.com/EjLJl.jpg]Sacred East Cover Art[/url]

Sacred East is now available for your enjoyment! Sacred East features some of the most lush terrain seen anywhere on Morrowind to date. With dense jungles, sparkling rivers, and impressive plantations, Sacred East is an adventure into the frontier of a previously-unexplored region: the lands of Great House Indoril. The Indoril may be known as the pious and religious among all the Great Houses, but they are not immune to terror, and it will be up to you to unravel the mysteries plaguing Almalexia's favored, as they call themselves. Prepare yourself for amazement, intrigue, and more than a little cross-country backpacking!

We have reworked the way we bring our releases to the community. You must delete all previous TR .ESM and .BSA files and replace them with the new versions: TR_Mainland, TR_Data.ESM, and TR_Data.BSA. This way you will not have to keep adding files for each release (up to 9 or 10 files for a single mod!), and instead simply replace the old file with the new one of the exact same name.

Sacred East includes an updated version of Telvannis & Antediluvian Secrets, as well as TR_Data (the data files required to play our content!). This release contains faction quests for Antediluvian Secrets, and miscellaneous quests for most settlement areas in Sacred East. Detailed lists and guides for quests may follow this release.


[url=http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=9524]PlanetElderScrolls[/url]
[url=http://www.moddb.com/mods/tamriel-rebuilt1/downloads/sacred-east]ModDB[/url]
[url=http://morrowind.nexusmods.com/mods/42145/]MW Nexus[/url]
[url=http://www.mediafire.com/?147t7rk57jdntnq]Mediafire[/url]

Below is a short list of some of the places you can visit in Sacred East:

Akamora [url=http://i.imgur.com/Ghzrq.jpg]1[/url] [url=http://i.imgur.com/9qAPu.jpg]2[/url]
A true gem of ingenuity in architectural achievement, there is perhaps no town of Indoril heritage quite as unique as Akamora. This mining settlement makes creative use of the limited real estate, although anyone with a fear of heights may think twice about spending time here.

Ayemar [url=http://i.imgur.com/RH6VH.jpg]1[/url]
A gleaming Indoril fortress, Ayemar sits at an integral point along the roads north and south. The views from this fortress proved key in the defense of wars long since past.

Bisandryon [url=http://i.imgur.com/1R5PG.jpg]1[/url]
An old and abandoned stronghold, Bisandryon is one of the largest of its kind in all of Morrowind. Many uses have since been proposed; shelters, Temple installments, even permanent settlements, but it still lies bereft of any Dunmer involvement. An enterprising adventurer may find a wealth of treasure within... if they can find their way back out.

Darnim [url=http://i.imgur.com/jmE1W.jpg]1[/url]
A small settlement, Darnim calls home the Inlet Bog, a somewhat depressed area not unlike to the Bitter Coast of Vvardenfell. These areas are wild and filled with animals.

Dreynim and Dreynim Spa [url=http://i.imgur.com/qQvct.jpg]1[/url]
The hard-working citizens of Dreynim are polite, yet not overly welcoming; they do have work to do, after all! Some of the best flat-water and river-going vessels ever to sail through Morrowind called Dreynim home, but it is a far cry from its once glorious past. Even so, you might be lucky enough to see boats being constructed on the banks. Cross the river and travel north just a hair and you'll find yourself in the area of the famous Dreynim Spa. Perfect for relaxing after (or during!) an arduous journey, Dreynim's hot springs will provide the comfort of luxury to those who so desire it.

Dun Akafell [url=http://i.imgur.com/lzM5P.jpg]1[/url]
Many tales have been told of the dark, dangerous, and forbidden ruins at Dun Akafell. Shrouded in mystery, and likely more than a few traps, these ruins provide a challenge for only the bravest of souls.

Meralag [url=http://i.imgur.com/ruHaw.jpg]1[/url]
Nestled in the foothills of Sacred East, and on the banks of a river, Meralag sees traders and farmers pass through its walls on a frequent basis. You'll be hard-pressed to find a more convenient stop amid your travels.

Necrom [url=http://i.imgur.com/ONaym.jpg]1[/url]
The jewel of the region, the holiest of holies, the city of Necrom is famous for its white walls and somber atmosphere, which can send chills down your spine even on the sunniest of days. This city brooks no trouble from visitors, who will find themselves face-to-face with the elite guard, Ordinators in Mourning, should they put a single toe out of line.

Nethril Plantation [url=http://i.imgur.com/SZIh0.jpg]1[/url]
The large plantation of Nethril provides crops for much of the region, and its owning family holds great political power because of those crops. This site is one of the more innovative uses of the MH tileset

Sailen [url=http://i.imgur.com/MDoPg.jpg]1[/url]
One of the main House Indoril settlements, Sailen sees a decent amount of trade and foot traffic, as one of the last stops on the road to Necrom from pilgrims traveling south.

Seitur [url=http://i.imgur.com/VEnMO.jpg]1[/url]
On the eastern coast of the mainland, the little gathering of huts is a welcome reprieve from the forests further west. Seitur sees little trade, but is home to expert fishermen.


---

Tamriel Rebuilt aims to recreate "Mainland Morrowind" as Bethesda would have, had they included it in the third Elder Scrolls game. TR uses a combination of imagination and lore to bring you new areas to explore, new secrets to discover, and allowing a host of new adventures to unfold.

--- Current Events ---

Tamriel Rebuilt needs questers! Not just people to design quests, but the people who actually create them in the CS and often create scripts to go alongside them. We are anxious to bring you the latest release, but are a bit short on this type of modder. The ability to work in a team, and forgo any dreams of grand "Wrath of the Lich King"-type quest ideas and implementations are necessary for such work, along with a sense for the type of lore-based dialogue that we write. In addition to questers, TR always needs interior modders and exterior modders. Even if you don't feel your skills are adequate, our Showcase process helps teach new modders the skills and habits they need to become adept at using the CS. Finally, though there isn't too terribly much of a lasting demand, there are a number of models we still currently need. Our most pressing needs at the moment are the mushroom trees of the Othreleth woods, and assorted flora and new ground textures for the Deshaan plains. Further information on these and other potential pieces can be found on our forums, and pieces of these larger sets work well as modeling showcases.

If anyone here wants to help TR bring its work to the public sooner, please visit our board's Showcase forum and post a thread showing a bit of what you know about modding and a line about this "help wanted" blurb. Don't forget to register at the forum before you try, if you haven't already!


- Tamriel Rebuilt Team
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Post by Haplo »

oh goddd finalllyyyy it took us long enough
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Post by Mwgek »

3 times Yay!
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Post by Nemon »

YEEAAHH!
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
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Post by Andres Indoril »

....


You forgot to list Hlersis, the crown jewel of Tamriel Rebuilt.
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Post by Thrignar Fraxix »

Error reporting goes here

[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23356]Dialog[/url]
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23355]Quests and scripts[/url]
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=21125]World Errors[/url]
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Post by Katze »

Hooray! I'm impressed at how quick this got out once we started internal testing :)
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Post by Anonytroll »

Nice. And congrats to all who helped finish it.

Time to travel back to happier times.
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Post by tkl7 »

Thanks.

Can I continue to use the Map 4 Alpha with the new files?
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Post by Thrignar Fraxix »

I don't think there should be any problem doing that. There might be some TR_Data issues, but I can't imagine what they would be.
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Post by Mytch »

Downloading it now. Screenshots look amazing. Looking forward to coming home tonight!

Congratulations on the release!
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Post by Terrifying Daedric Foe »

Great work modders!

I've started work updating the [url=http://www.uesp.net/wiki/Tes3Mod:Tamriel_Rebuilt]UESP[/url], but it's a big job and plenty of help is required. I know that I first found out about TR from the UESP and it's a great way to raise publicity for our mod. Arvisrend has already made some changes, mostly concerning bugs that have been fixed, so thanks to him.
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Post by Laheja »

Sweet Nerevarine, This is sweet, been waiting for it for years :)

EDIT: It's nice to see TDF that UESP is already being updated :)
Last edited by Laheja on Wed Jun 06, 2012 4:01 pm, edited 1 time in total.
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Post by Kiteflyer61 »

Woohoo!

Congrats guys!

Looks like I have to get off my but and start producing again. :D




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Post by Scamp »

Waitwait what
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Post by Orian »

Wow, that's great! Just a quick question: is it enough to just download this file, or do I also have to download the Telvannis & Antediluvian files seperately?
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Post by Not »

Orian wrote:Wow, that's great! Just a quick question: is it enough to just download this file, or do I also have to download the Telvannis & Antediluvian files seperately?
Nope, this file is all you need. You don't need the other two, and if you do have them, you should just delete them now, as those files are now obsolete.

Sacred East comes with everything those two maps have plus a lot of bug fixes and new quests. :)
Last edited by Not on Wed Jun 06, 2012 5:12 pm, edited 1 time in total.
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Post by Thrignar Fraxix »

you only need the file in this release. TR_Mainland and TR_Data will be the only files from us you need from now on.
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Post by Orian »

Thanks for the fast replies! I will install it soon, but now to find the time to play it :(
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Post by Kanil »

Congratulations to everyone on the release.

Lan Orethan is magnificent.
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Post by Yeti »

We did it guys! WE DID IT!
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Post by TheUnending »

WOOOOOHOOOOO!!! FINALLY ITS DONE!!


Now that I'm finally off school for the summer I'll be able to start majorly contributing to TR ;).
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Post by A.J. »

thank you guys for all your work!

i just took a quick look at the beautiful landscapes and some of the cities (Necrom looks fantastic!) and i think it's easy to tell this is so far your best official release!

next stop: Almalexia :P
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Post by Yeti »

This isn't a big deal, but I'm currently not listed in the ReadMe's credits :roll:
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Post by Haplo »

Yeti wrote:This isn't a big deal, but I'm currently not listed in the ReadMe's credits :roll:
Thanks for letting us know; it will be fixed in the patch.
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Post by Terrifying Daedric Foe »

I don't think I am either.
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Post by Why »

Scamp wrote:Waitwait what
you owe me a beer! ;)
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Post by Osidian »

Woohoo!

It has been too long since I last played Morrowind (besides mod testing) and this is a great excuse to start a new character this Summer :D

I'm also not credited, but since I only did a small interior for this release it's definitely not a big deal.
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Post by Haplo »

Thanks Osidian
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

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Post by Ashstaar »

This is most fortunate news! A big round of applause for all the hard work.
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Post by DaLeeuw »

Wow, it always amazes me how awesome this project and your community is, congrats on the release.

I actually ran into a bit of a problem with installing this.
I tried running the game, but in my second load (the one where you load your savegames after the menu screen) i got an error message that went something like: Expression error unable to find cell id 'helnim fields region' couldn't find script TR_m2_q_20_guarcount. After that it crashed.

Can anyone help me with this, what am i doing wrong? I've never had the problem with the other releases and i followed the installation guide.

Still a magnificent effort though, Congratulations again!
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Post by SamirA »

Dirty save. Need to fix or start a new game.
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Post by Nel »

SamirA wrote:Dirty save. Need to fix or start a new game.

Now, if someone had skills and time to make tutorial on "how to clear your save file". already started new one but would be sad to lose my lvl 44 char.
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Post by Not »

Nel wrote:
SamirA wrote:Dirty save. Need to fix or start a new game.

Now, if someone had skills and time to make tutorial on "how to clear your save file". already started new one but would be sad to lose my lvl 44 char.
You just deselect all your datafiles excluding Morrowind, Tribunal and Bloodmoon, load up your game, save. Ta-da, it's a clean save now. Try reloading all your mods and trying the save again. Hopefully you'll get have better luck with whatever your issue is :)
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Post by DaLeeuw »

My savegame is of no value, it's just a char i made to check out the mods i installed, so i was going to start over anyway.
I fixed it with Tesame either way, so thanks SamirA!

Just strolled through the new map and it looked even better than i'd hoped!
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Post by RaptorZX3 »

woohoo!

Now i'm just waiting for the Signy Signposts and Vurt's groundcovers for it :)

So TR_Map1.esm and TR_Map2.esm have to be deleted as well?

I just noticed that Some TR add-ons won't work anymore since they require "Map1" and Map1" files. So i guess they have to be updated by the creator(s).
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Post by arvisrend »

Yes, delete TR_Map1.esm and TR_Map2.esm unless you feel nostalgic for our bugs. Some modders are already working on their updates. I'm not sure about Signy Signposts though; why should a mod that only modifies signposts be dependent on TR_map1.esm and TR_map2.esm?
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Post by RaptorZX3 »

arvisrend wrote:why should a mod that only modifies signposts be dependent on TR_map1.esm and TR_map2.esm?
i don't know, but the creator(s) made it that way.
Last edited by RaptorZX3 on Thu Jun 07, 2012 5:09 pm, edited 2 times in total.
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Post by TheUnending »

I just ran around to every town in Sacred East that I could find and explored them a bit. I was completely amazed and in awe of nearly every city.

The city that awed me the most was Akamora. Its a truly AWESOME city!!


Lets hope Almalexia doesn't take nearly as long as SE did ;).
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Post by Mwgek »

RaptorZX3 wrote:woohoo!

Now i'm just waiting for the Signy Signposts and Vurt's groundcovers for it :)

So TR_Map1.esm and TR_Map2.esm have to be deleted as well?

I just noticed that Some TR add-ons won't work anymore since they require "Map1" and Map1" files. So i guess they have to be updated by the creator(s).
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