TR_Data Updates Thread

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Post by Haplo »

New TR_Data.esm contains updated leveled lists. TR_Data.bsa was not updated.
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Post by Haplo »

TR_Data has been updated! (Big freaking update)

Update includes:
TR_ex_ind_buttress in Meshes\TR\x\.
Sisterhood of the Spider books have been removed from leveled lists. Individual placements of the books (Sisterhood of the Spider, The Sisterhood and the Morag Tong, Sacred Recipes of the Sisterhood) will need to be removed from TR_Mainland or later individual .esp files.
Four new flat, square, Indoril ground meshes in Meshes\TR\x\ (TR_ex_ind_ground0#).
Removed TR_d_commond_hood from leveled lists. Individual uses will need to be removed in TR_Mainland.
Replaced the gong sounds with the new, louder sounds.
Replaced TR_a_dreugh_pau_cl.nif with the new version so that they no longer clip.
Replaced TR_c_pant_com_001_a.nif and accompanying texture with a new version.
Added new icons for Dres, Indoril, and Telvanni color books. Deleted an old icon for the Telvanni color book.
Changed learnt to learned in the Gospel of Saint Meris.
Changed Karthor Dale to Kartur in Gospel of Saint Seryn.
Added The Gospel of Saint Rilms.
Added a Wander AI package to the Parastylus creatures.
Added a Velk nectar sac; attributes are Restore Fatigue, Resist Paralysis, Cure Common Disease, Weakness to Fire. Also added it to a few leveled lists (body part, ingredient, food, IoT test crate).
Updated Dres Hunter armor; now includes icons and greaves.
Added Dres Diviner Helm.
Added three variants of smith shed overhangs by Slartibartfast.
Deleted some old unused or duplicate versions of meshes/textures.
Fixed ankle texture for TR common pants 001.
Updated icons for some Indoril shirts (expensive and extravagant), and for the warrior skirts. Added a few icons for clothing that didn't have custom icons.
Updated icon for TR_sc_fallingbarrier to match the other TR scrolls.
Added barrier scrolls to complete the set.
Fixed an issue with TR_bk_exovel_bb_MJ.
Updated sleep creature lists for TRV and Sea of Ghost regions.
Made adjustments and added most of the enchanted items as per this thread: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23601



Make sure you download both TR_Data.esm and TR_Data.7z with this update.
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a nifskope hack to add collision to tr_ex_ind_balcony.nif

Post by abot »

For [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=307782#307782]Haplo[/url], I post it here as I can't reply to that thread.
I just doubled and flipped the collision mesh in NIFSkope, probably can be redone more efficiently in Blender or such, but until then it seems to work for me
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tr_ex_ind_balcony.zip
just doubled and flipped the collision mesh in NIFSkope
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Post by arvisrend »

Yay!!!

But... the Objects of Tamriel browser still shows the 26 Aug 2012 files, even after ctrl+F5. You might have forgotten the easiest part about updating stuff ;)
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Re: a nifskope hack to add collision to tr_ex_ind_balcony.nif

Post by Mwgek »

abot wrote:For [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=307782#307782]Haplo[/url], I post it here as I can't reply to that thread.
I just doubled and flipped the collision mesh in NIFSkope, probably can be redone more efficiently in Blender or such, but until then it seems to work for me
That is the best solution, thank you! Could do with deleting the not used vertices at the base but it didn't have a lot of polys after i updated it so it's ok i guess.
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Post by abot »

arvisrend wrote:Yay!!!

But... the Objects of Tamriel browser still shows the 26 Aug 2012 files, even after ctrl+F5. You might have forgotten the easiest part about updating stuff ;)
Erm... probably I don't know, more than forget, what this easiest part is
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Post by arvisrend »

I was talking to Haplo, and I meant the uploading part.
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Post by Haplo »

TR_Data has been updated! Just TR_Data.esm this time.

Parastylus and Sea Crab sound gen tabs have been set to null.
Added new restore skill enchantments and coinciding rings for those enchantments. The rings are named TR_ring_restore_... in the clothing tab.
Added new clothing set of CE Resist Paralysis, named TR_resist_paralysis_... in the clothing tab.
New TR version of the Fighters Guild supply chest by the name of TR_com_chest_02_fg_sup is now in the containers tab.
Removed an erroneous paragraph referencing Yilgamseh from The Gospel of Saint Felms (along with additional error fixing).
Gave Velk inventories a nectar sac.
Added four new TR_ leveled lists as per arvisrend's request. Also TR_stat_inlet_sleep is now the sleep creature list for Inlet Bog region.
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Post by Nemon »

Since I'm this close ---> <--- to putting up map 5 claims for grabs, could we include the stuff we've borrowed from SHOTN as well?

It can stay as it is in terms of details and texture size, it doesn't look out of place and it's still ages until any release. Check the map 5 merge I uploaded for naming, it should be ok I think.
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Post by Aeven »

Because we we're discussing windmills, I just tried something out. It's basically a retextures Dwemer fan, to be wood and canvas.
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Post by Haplo »

If we can change it to be not upside-down, to have a building attached to it, and also make it not go 60mph, then we may have something.
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Post by Aeven »

I did find a way to make it slower but I got a weird texture 'click' in the process. And it can be rotated afaik.

Maybe some modeller with animation knowledge could take a look?
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Post by LiberumAvis »

What program do you use?
If you're dealing with animation, make sure what Frame Rate is 15 frames per second. As a last resort 30. Any twitching and other glitches causes when used NTSC standard.
Sorry for my bad english.

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Post by Aeven »

Oh I just used NifSkope to alter the textures ;) I may have contributed to TR_Data, but that's the way I do ;)
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Post by LiberumAvis »

Then why do you need a modeller with animation knowledge?
It may be easier to make the rotation script?
Sorry for my bad english.

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Post by Rats »

LiberumAvis wrote:It may be easier to make the rotation script?
Hear, hear. Having the windmill wings' rotation scripted would also enable us to increase and decrease the wings' spinning speed depending on the weather. That wouldn't be very hard to script and - more importantly - it'll look neat.
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Post by Why »

Oh wow, I hadn't even thought of that yet. Good call.
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Post by Aeven »

Well I don't know how myself. If anyone could remove the animation and make it a scripted activator: awesome!
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Post by Mwgek »

The size of the stuff is big. Also the dulcimer has some transparancy issues if you look to it from the side. Check nifskope. And maybe use a vanilla mournhold wood texture. Makes it blend in better and that way you don't have to add another texture to the Data since the green texture is also vanilla. I think one 256x256 (maybe even 128x128) texture is enough instead of one 512x512 and 2 others.Also the instument is not resting on the front poles. Magical Floating Instrument ;). I like the layout and idea of the instrument, also very good poly-wise! Take your time on you models, no need to rush things. Can't wait to see what you can do with it.

Please wait before posting them here Leon. I know you really wanted the instrument, but let's keep the data clean.
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Post by LiberumAvis »

The Dulcimer is too high!
You could just write me about it.
I will correct it tomorrow morning probably.
lso the dulcimer has some transparancy issues if you look to it from the side.
In the game I have everything in order. But I will check it again.
Also the instument is not resting on the front poles.
I will fix it.

About Texture:
Dulcimer must have 2 holes on the top. How can I do it using only standard textures?
And, yes. I'll put a textures with alpha channel in one.
But if I'll combine all three textures + alpha channel, this will only add weight.
Sorry for my bad english.

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Post by Mwgek »

All standard tribunal textures besides the transparant ones. Make that one as small as possible without quality loss in dds dxt 1 with alpha. I can uv-map the wood/green stuff for you if you want?
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Post by LiberumAvis »

Ok, try it, I dimly imagine your idea
Sorry for my bad english.

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Post by Ashstaar »

This can be adjusted in one way by changing how frequently an animation is played in the creature's ai settings. In another more complicated way by editing the creature's animation where the sounds are played.
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Post by Haplo »

TR_Data has been updated!

TR instruments should now have proper sounds (from the new, proper sound files)
Couldn't figure out the *strider sound SNAFU, but from what I gather, these will be activators soon anyway.
TR_a_IrfeidRightShoulder & TR_a_IrfeidLeftShoulder are now added.
The Left and Right Shoulders of Ghostlight (TR_a_*Ghostlight) are now added.
TR_a_Hist_visitor now exists.
TR_a_Face_Molag_Bal now exists.
TR_amulet_dematerial now exists.
TR_shoes_cloudwalker now exists.
TR_robe_shadowform now exists.
TR_a_LeftBlacksmith and TR_a_RightBlacksmith now exist.
http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=308870#308870 Errors in this post should be fixed (except for the map errors which would require someone to create a whole new map texture).
Various typos in items, dialogue, and books are now fixed.
TR_ex_ind_fence now exists.
TR_ex_ind_balcony should now be fixed for real for real for real. If it's not, fuck my life.
TR_ex_ind_stair06 now exists. DO NOT DO A SEARCH AND REPLACE ALL or you will replace stairs in vanilla locations. Only do Search and Replace by cell.
Fixed TR_c_neco_robe files now exist.
Peterboy's Common Robe i and ii now exist as TR Common Robes 03 and 04.
New Azura's Coast Tree Shrooms are available for when we revisit Telvannis, under TR_flora_ACbranch# and TR_flora_ACshroom#.
Uld Vraech models are now included for Nemon, TR_UV or TR_In_Nord or TR_Ex_Nord prefixes.


We need an icon for TR_necrom_ordinator_shirt, and for TR_a_hist_cuirass! Texture people (or anyone who can make icons), have at it please!


Make sure you download both TR_Data.esm and TR_Data.7z with this update.
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Post by 6plus »

Haplo wrote:We need an icon for TR_necrom_ordinator_shirt, and for TR_a_hist_cuirass! Texture people (or anyone who can make icons), have at it please!
Maybe you like some of these
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Post by Haplo »

Awesome! Thanks, 6plus.
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Post by Aeven »

Here are two Indoril town banners for Othrensis, and Roa Dyr.
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Post by Mwgek »

Updated tree-oaks meshes including a slightly more sharpen and lively texture for the leaves. Can someone else test these before adding them in the data, but I think everything should be fine.
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Post by Nemon »

TR_terrain_BM_scliff_01
TR_terrain_BM_scliff_02
TR_terrain_BM_scliff_03
TR_terrain_BM_scliff_04 and
TR_terrain_BM_scliff_05

I took the liberty to name them as best as I could. "S(now)cliff"

These are some nice cliffs with snow on top. Why pm'ed me these earlier, think Wolli made these. I changed the grass texture to snow.
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Post by Mwgek »

Fixed wooden plank from data error thread.
Last edited by Mwgek on Mon Jan 21, 2013 3:33 pm, edited 1 time in total.
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Post by Mwgek »

Updated the collision and texture of the tr_ex_ind_wall01. It is the only wall used upside down (almalexia high plateau) so I didn't bother with updating the others. Although the meshes could use a slight improvement I want to wait until after the release so I can fix more meshes in a row.

But now it is useable the way we want:

[url=http://img20.imageshack.us/img20/6946/screenshot027yo.jpg][img]http://imageshack.us/a/img20/6946/screenshot027yo.th.jpg[/img][/url]
Last edited by Mwgek on Mon Jan 21, 2013 3:33 pm, edited 1 time in total.
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Post by Haplo »

If you changed the texture/collision, with this affect other, non-upside-down uses of the mesh?
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Post by Mwgek »

no, because if the wall is used normally the bottom-side is not visible or walkable. If I'm going to update the other walls I will delete the bottoms to save poly's. This one is the only one used this way and has to have a proper collision an texture on the bottom and that was not the case.
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Post by Haplo »

Gotcha. Excellent, thanks!
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Post by Haplo »

Was this posted anywhere else on the forums?
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Post by Haplo »

Thanks. In the future if a file already exists on our forums please just link to it instead of uploading it a second place.
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Post by Mwgek »

Spiffyman's Reviewed Potters wheel (right on picture):

[url=http://imageshack.us/photo/my-images/84/pottera.jpg/][img]http://imageshack.us/a/img84/4626/pottera.th.jpg[/img][/url]
Last edited by Mwgek on Mon Jan 21, 2013 3:32 pm, edited 1 time in total.
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Post by Mwgek »

1: Fixed some caspering issue on the ind_tower02 model:

[url=http://imageshack.us/photo/my-images/820/screenshot007xka.jpg/][img]http://imageshack.us/a/img820/926/screenshot007xka.th.jpg[/img][/url]

2: The Indoril Dome model to replace the lagfest Narsis arenacage thing.

[url=http://imageshack.us/photo/my-images/7/screenshot005up.jpg/][img]http://imageshack.us/a/img7/3289/screenshot005up.th.jpg[/img][/url]
Last edited by Mwgek on Mon Jan 21, 2013 3:31 pm, edited 1 time in total.
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Post by Haplo »

TR_Data.esm has been updated! Thanks to arvisrend for a lot of work on it.

Added a couple more TR_stc_* leveled lists.
Unchecked autocalc checkbox on all TR spells so that they no longer wind up on vanilla NPCs.
New TR_GateSkyrim script for gates to Skyrim. Don't use the GateCyrodiil script for them.
Redoran guards now have weapons: leveled item TR_random_guard_wpn.
Added female Redoran watchmen and Hlaalu guards.
New leveled list TR_random_drinks_cheap and container TR_barrel_01_drinks_che containg 5 cheap drinks from this list. This is for use e. g. in smuggler caves, to avoid having too many good drinks in there. These contain only cheap drinks.
Generic Redoran guards have levels around 21 now, stationary ones even less. New guard version TR_red_guard_strong/TR_red_guard_strong_f added, with level 28 and better equipment.
Hlaalu guards now have weapons: leveled item TR_random_guard_wpn_lesser.
New leveled lists TR_stat_roth_* for the Roth Roryn.
Door TR_ex_strong_gate no longer has the TR_GateCyrodiil script. It should be usable not only in gate forts
Fixed script TR_OoT_Marksman. (It would formerly switch between marksman and melee every time the distance between the player and the NPC passes the 200 threshold. This means it could switch several times within a second.)
Optimized script TR_Sound_AmbientInsects_Script.
Slightly increased drops of some monsters by replacing some of their random drops by deterministic ones (i. e., regular dridrea now always drop silk, whereas dridrea sprawlings still drop it randomly).
New creatures TR_cr_dremora_rank1 (Dremora Caitiff), TR_cr_dremora_rank2 (Dremora Kynval), TR_cr_dremora_rank3 (Dremora Kynreeve). These are dremoras with (more or less) fixed difficulty (rank 1 is easiest, rank 2 is medium, rank 3 is hard). They all use the dremora model, although it would definitely be nice if someone can do a couple of changes to separate them better. Gameplay-wise, they are mostly distinguished from the vanilla dremora in that their weapons depend on their rank (rather than the player's level and dice rolls); some of their skills are different, too. Please use these instead of the vanilla dremora when NPCing. Dremora lords are untouched by these changes.
New static-difficulty leveled creature for Lan Orethan roads: TR_stat_lan_d01orp
New leveled items TR_random_dremora_wpn_1, TR_random_dremora_wpn_2, TR_random_dremora_wpn_3 for the weapons on dremoras. These are separated by rank/difficulty. They contain dreugh, dwemer and ebony weapons, including the TR ones. None of the lists contains daedric weapons; I think these should be unique to dremora lords.
Creature TR_nixmount is no longer aggressive.
New clothing TR_amulet_restore aka "Amulet of Perennial Rest". This is an amulet of Constant Effect restore every attribute 1pt/sec. An item that has some uses, like annihilating the effects of a disease without having to heal it. It isn't very convenient, though, and shouldn't be of too much help against enemies damaging your STR/AGI. Midgame reward, I'd say.
New potions TR_p_paralysis_resist_b/c/e/q/s. These are paralysis resistance potions. Duration and magnitude are slightly better than in Resist Magicka since otherwise the latter would dominate the former. They are relatively rare (due to little demand) and shouldn't be given to too many merchants. An Akamora MG quest will involve the player supplying the Guild with seeds to grow the ingredients that make these potions.
New leveled creatures TR_LC_dae_diff_1, TR_LC_dae_diff_2, TR_LC_dae_diff_3, TR_LC_dae_diff_4. These are random daedra separated by difficulty. I believe they are the currently best way to put random daedra in a shrine without entrusting the difficulty of the encounter to chance.


You only need to download TR_Data.esm for this update. A .bsa update will be coming soon.
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Post by Haplo »

TR_Data has been updated!

The update includes:
New BM cliffs and icebergs under the Static tab as TR_terrain_BM_scliff# and TR_terrain_BM_iceberg.
New icons for TR_a_hist_cuirass and TR_necrom_ordinator_shirt
A fixed TR_ex_ind_wall01.
TR_ex_potterswheel now exists in the Statics tab.
A fixed TR_ex_red_entr_01.
A fixed TR_ex_red_hut_01 and _02.
A fixed TR_in_nec_temple.
A fixed TR_plank_broke02.
A fixed TR_ex_ind_tower02.
A new TR_ex_ind_dome to be used in Almalexia to replace the ancient and laggy Narsis arena cage mesh. It exists in the Statics tab.
New TR_m#_NPC scripts for Maps 4, 5, and 6.
A new TR_act_ind_mark_ banner for Othrensis and for Roa Dyr in the Activators tab.
Fixed TR_ing_beetle_shell_01 through _04
A fixed TR_a_dres_hunt_c so now the cuirass appears correctly when worn.
Fixed TR_flora_treeoak trees, now over 50% smaller! Hopefully it will reduce lag in LO and AO areas.
TR_hoom added tentatively to the Creatures tab. Still waiting on sounds and a possible inventory drop (hoom droppings, pelt, or eggs).


Be sure to download both TR_Data.esm and TR_Data.7z to get this update!
Forum Administrator & Data Files Manager

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

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
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