TR_Data Updates Thread

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Mwgek
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Post by Mwgek »

Forget my previous post. Arvisrend needed smaller rocks.

This time I invested some more time into them and made the rocks all sizes. Should be a nice addition.

[url=http://imageshack.us/photo/my-images/843/rocksl.png/][img]http://imageshack.us/a/img843/4192/rocksl.th.png[/img][/url]
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Post by Haplo »

TR_Data has been updated!

New in this update:

New BM cliffs and icebergs under the Static tab as TR_terrain_BM_scliff# and TR_terrain_BM_iceberg. For real this time.
New WG pointy rocks named as TR_terrain_wg_rock_01 through _08 in the Statics tab.

Be sure to grab both TR_Data.7z and TR_Data.esm for this incremental update.
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Post by Haplo »

TR_Data has been updated!

New in this update:

Great Houses Indoril and Dres faction skills have been updated.
Texture folder hierarchy has begun progress.
Baan Malur council building meshes/textures added.
New wooden wagons and cart under TR_furn_wood... in the Statics tab
New Guar for the aforementioned wooden wagon/cart in the Creatures tab, named TR_Guar_Harness
New Baan Malur valve room meshes added as TR_in_red_bm_valve and TR_in_red_bm_valverm.
New Uld Vraech cone spruces under the Statics tab as TR_f_conespruce#.
Duplicate textures removed:
tx_a_necord_c_currais2_.bmp
tr_a_necrom_c_currais_2.bmp
tr_a_necrom_c_currais2_.bmp
With the first being renamed to TR_a_necrom_c_cuirass2.bmp


Be sure to grab both TR_Data.7z and TR_Data.esm for this incremental update.
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Post by Haplo »

TR_Data has been updated!

TR_SothaSilMastery effect fixed (this shrine spell was on self, changed to on touch).
Removed two unused Velk-related .psd files from the .bsa archive
Fixed missing transparency of tr_pb_robe_com_i.tga, tr_pb_robe_com_ii.tga, changed to .dds no mips.
Packed/removed mips from Bookart and changed .tga to .dds.
Packed/removed mips from icons and changed .tga to .dds
Repacked textures adding mips, removed unneeded alpha (see attached texture_analysis)
Othreleth texture filepaths fixed (the extra \Oth\ was removed).


Thanks to abot for help with textures/meshes. I think Necrom should now be (at least mostly) .tga and .bmp free. This optimization round has saved 44MB in the filesize of TR_Data.bsa!


Be sure to grab both TR_Data.esm and TR_Data.7z for this space-saving update!
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Post by Haplo »

TR_Data has been updated. This update includes:

Fixed various missing textures, texture paths, file names, and CS IDs, as well as removed some old, unused CS entries.

Be sure to download both TR_Data.esm and TR_Data.7z
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Post by rot »

Anyone recall the reason why a dummy race wasn't included in Data?

Otherwise - it seems a race without any associated files results ingame in completely undetectable NPCs that can be used to detect spells. (e.g. you want the player to cast spells on an urn, which can't have functions like GetEffect called on it - you use an invisible NPC positioned on the urn instead)
Neat for generic scripting purposes.
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Post by Aeven »

[url=http://forums.bethsoft.com/topic/1454698-relz-stick-fences/]I saw this[/url] by MidgetAlien at the BGSF. I think we might find some use for this in the UV, or maybe even in the south in Map 6 areas.
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Post by Nemon »

I absolutely agree with this one, those fences would serve as a great variation.
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Post by Mwgek »

The fix you've all been waiting for....

Before:
[url=http://imageshack.us/photo/my-images/404/screenshot053s.jpg/][img]http://imageshack.us/a/img404/527/screenshot053s.th.jpg[/img][/url]

After:
[url=http://imageshack.us/photo/my-images/834/screenshot054yb.jpg/][img]http://imageshack.us/a/img834/3309/screenshot054yb.th.jpg[/img][/url]

TADA.
Last edited by Mwgek on Fri Jun 07, 2013 11:19 am, edited 1 time in total.
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Post by Aeven »

This is awesome, MwGek! There is one tree though (nd12 or something) which still has some leafy bits (not all for some reason) which are still too opaque.

Edit: 11 seems to suffer the same.
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Post by Mwgek »

Somehow 11 didn't get changed or I missed it. Now the file is updated, please check again. It is much appreciated. I couldn't find the other leafy bits you where talking about. I rechecked all the alpha properties and they should be fine now. Let me not if that is still not the case.
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Post by Haplo »

Thanks Mwgek!
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Post by Aeven »

Be sure to alter dialogue for generic guard NPCs. Currently, when asked about background, they offer responses along the lines of "I am Indoril Guard, Guard and [such and such] of Great House Indoril" and stuff to that effect. I believe Data is the correct place to fix this.


Also, the TR_act_Ind_mark_bosmora type of objects (Indoril banners) need a mesh fix so they work with the MGE XE lighting. Currently they display a kind of 'line' across them.

EDIT: the Indoril bell/gong stands have collision in such a way you can't walk under them. Includes when you've increased their scale to 2.0, which is annoying.
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Post by Aeven »

Updated the ndib stumps to match MwGek's update to the trees :)
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Post by Adanorcil »

Arvis says that this is URGENT. Gong stand mesh with fitting collision mesh.
[arvisrend edit: this belongs into Meshes/tr/f.]
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Post by Sload »

Several Hlaalu pieces used in both Narsis and Andothren were not included in TR_Data. Some of these are shit and need replaced (the towers, mainly), but some are valuable.

They can be found here:

http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=11763

EDIT: These are in TR_Data, my bad. They're just labeled TR_ex_Narsis instead of TR_ex_h
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Post by rot »

Sload's idea, exists in a resource (T'nilc) old enough that it's no longer hosted on the web but doesn't look bad to me. For your consideration

[img]http://img542.imageshack.us/img542/7933/hyr5.jpg[/img]
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Post by Why »

Took me a while to figure out that was a waterpipe. I like it.
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Post by Nemon »

Yeah, waterpipes are nice. Looking at my own right now... thinking...
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Post by Haplo »

[url=http://tamriel-rebuilt.org/esp/browser.php]TR_Data has been updated[/url]!

This update includes:
Countless literature errors fixed and new entries and updated entries for things like scrolls and leveled lists by arvisrend. He has made multiple posts on the fixes.
The Imperial Kitchen I typos fixed.
Updated Indoril gong mesh
Updated ndib trees and such
Two variants of a hookah, found under Apparatus tab as TR_apparatus_; as an easter egg the one-pipe hookah is slightly worse than the apprentice alembic, and the two-pipe hookah is slightly better (but still worse than the Journeyman).
Updated ndib tree stumps.
New TR fireflower models with collision!
Three new wooden fence meshes by Midgetalien. More suited for Uld Vraech and Telvanni than Imperial usage. Statics tab, TR_wooden_fence##.
New TR_terrain GL rocks with light brown vertex shading instead of green. We kept the green ones as they are, and the new brown ones follow the naming scheme of:
TR_terr_gl_rock##_br and TR_terr_rock_gl_##_br. Basically look further up the list for the _br suffixes. GL is capitalized so that will help as well. It has to be this way because of stupid character limits with the old-as-fuck Construction Set executable file.
Unused files for banners from old city names removed.
Some desks updated to no longer spawn tower shields and long weapons inside of them.
New snowy conespruce trees by Muspila to go along with the non-snowy ones we already have. TR_f_conespruce#_snow in the Statics tab.



Be sure to grab both TR_Data.esm and TR_Data.7z for this important update.
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Post by Sload »

Could we get a variety of content for TR_crate_long included in the next TR_Data release?

[arvisrend edit: To save Haplo some work: it's TR_cont_crate_long. I second the suggestion. Food, eggs, various kinds of junk, raw materials etc. could easily go in such crates.]
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Post by Jule »

Could we also have static versions of vases, like the redware one, so we don't have to create an unique one for every claim we make?
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Post by Aeven »

It seems the ndib trees did not get updated properly. I was using the loose files MwGek had uploaded, and the August version of the BSA overwrote those with the old pre-update versions.
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Post by Haplo »

[url=http://tamriel-rebuilt.org/esp/browser.php]TR_Data[/url] has been updated!

This update includes:
TR_bk_BlessedReman_T0 typos fixed.
TR_bk_Guarherdart_MC typos fixed.
TR_dun_hood atrocity removed from the .esp and the .bsa
Fixed alphas for ndib trees actually added this time.
Static version of redware pots added: TR_pot_redware_##.
Several variants of the TR long crate added.
Icon for the Necrom Ordinator shirt added.
TR_bk_TravelsonVvardenfell removed from Leveled Item TR_random_book_scholar.
TR_bk_LastDanceoftheWamasus removed from Leveled Item TR_random_book_dres.
Five new "rockburst" flora models for Deshaan added by Asylum. Similar to our already extant "ovarytree" and "ovarysprout". Includes a Rockburst ingredient.
Four new "Terras trees" for Deshaan/wherever - open-topped mushroom flora: TR_flora_terrastree_##.
Six new Cupling flora roots for Deshaan/wherever. Includes a Cupling ingredient.



Be sure to grab both TR_Data.esm and TR_Data.7z for this update! Please note that until arvisrend posts an updated TR_Mainland dated later than this TR_Data release, you will receive error messages about a missing Dunmer hood. Future versions of TR_Mainland will not have this error.
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Post by Gez »

Man what happened to the testing cell?

Anyway.

There's a bug in TR_NPC_Roamer.

Code: Select all

if ( doOnce == 0 )
   Set AttackChance to ( GetIntelligence )
   Set AttackChance to ( AttackChance / 5 )
   Set doOnce to GetLevel
   Set AttackChance to ( AttackChance - doOnce )
   Set AttackChance to ( AttackChance - doOnce )
   Set doOnce to ( Player->GetLevel )
   Set AttackChance to ( AttackChance + doOnce )
   Set AttackChance to ( AttackChance + doOnce )
   Set doOnce to Random 30
   Set AttackChance to ( AttackChance + doOnce )
   if ( getInterior == 1 ) ; in interiors, test whether the character is seen
      if ( GetDetected Player == 0 )
         return
      endif
   elseif ( getDistance Player > 3000 ) ; in exteriors, test whether the character is nearby
      return
   endif ; point only reached if the character was neither unseen nor faraway
   if ( AttackChance <= 75 )
      StartCombat, Player
   endif
   set doOnce to 1
endif
The interior check part should set doOnce to 1 before returning, otherwise it's still a random value that'll break the script:

Code: Select all

   if ( getInterior == 1 ) ; in interiors, test whether the character is seen
      if ( GetDetected Player == 0 )
         set doOnce to 1
         return
      endif
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Post by arvisrend »

That script is used on roamers only, which 1) don't appear in ints and 2) are going to be removed anyway (aka replaced by normal, unscripted bandits). But thanks for reminding me that this should be done (I started replacing them but I got too lazy).
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Post by Haplo »

Gez wrote:Man what happened to the testing cell?
It got deleted at some point by accident and I didn't feel like re-adding all that stuff.
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Post by Ashstaar »

Here is a fix for tr_w_iron_tanto_01. It was not responding to lighting. I also gave it a proper name, so it will need to be replaced in the CS.
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Post by Haplo »

Ashstaar wrote:Here is a fix for tr_w_iron_tanto_01. It was not responding to lighting. I also gave it a proper name, so it will need to be replaced in the CS.
Thanks. The reason for that is because it was a vanilla mesh :-)
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Post by Mwgek »

Since the last Data didn't have the newer textures and alpha values I tested on the Ndib trees, here it is again. I remember seeing that Aeven did the treestumbs?

This slideshow shows them: https://www.facebook.com/photo.php?fbid ... =1&theater

[EDIT] I tested them with my version of MGEXE. If someone else can test them on there own version that would be great.
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Post by Mwgek »

Fixed Indoril city banners:

[url=http://imageshack.us/photo/my-images/10/sa6v.jpg/][img]http://imageshack.us/a/img10/329/sa6v.th.jpg[/img][/url]

Also connected the Roa Dyr and Othrensis texture to a banner mesh so they can now be placed in those villages. Please keep the photoshop file in the TR Data. If we want to change or add extra city names is can be done in the same style.

Please note that ayemar and akamora don't have these banners. Do we need them for those cities or other cities?

Please test.
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Post by Mwgek »

Triple post!

The Antlerfirs from the 5-3 object claim from LA. You can find further details about my review here: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23092.

[url=http://imageshack.us/photo/my-images/24/i67d.jpg/][img]http://imageshack.us/a/img24/9468/i67d.th.jpg[/img][/url]

Are these already in data? Otherwise you can ovewrite them with these. If not, they are ready to be merged.

If someone could check if they have right size I would be happy to rescale them.
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Post by Haplo »

Mwgek wrote:Fixed Indoril city banners:

[url=http://imageshack.us/photo/my-images/10/sa6v.jpg/][img]http://imageshack.us/a/img10/329/sa6v.th.jpg[/img][/url]

Also connected the Roa Dyr and Othrensis texture to a banner mesh so they can now be placed in those villages. Please keep the photoshop file in the TR Data. If we want to change or add extra city names is can be done in the same style.

Please note that ayemar and akamora don't have these banners. Do we need them for those cities or other cities?

Please test.
I'd prefer to create a modeling claim where we can upload such files to keep the bloating of TR_Data to a minimum.
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Post by Haplo »

Banners model claim:
http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23754

Conespruce and Antler Fir claim:
http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23092

More claims to come.
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Post by Ashstaar »

Posting a small sack mesh here. It is the small sack that came with Bloodmoon. It was only used for the "plant the tree" quest as an inventory item, and upon completion it disappeared. It makes a great alternative to small chests and is great for alchemy ingredients, gems, gold. Looks neat too. Uses Bethesda textures. I renamed the mesh to TR naming standards.
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Post by Adanorcil »

Per Arvis' semi-request: a remapped and retextured Dreugh. Comes in three varieties: reddish, rusty and covered in barnacles and faded with markings in certain places.

Also available here:

https://www.dropbox.com/s/gb3j91gtoa4cy0q/Dreugh.7z
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Post by Haplo »

TR_Data has been updated!

New in this update:
New BookArt (shambalu map and Teyn map)
A new mesh for TR_w_iron_tanto_01, now with proper lighting
Replacement TR_flora_tree##_nd meshes and textures with fixed alphas
Fixed banners for House Indoril and new banners for Othrensis and Roa Dyr
Five new "beach" cliff models, under TR_terr_beachcliff_## in the Statics tab.
Two new antler fir trees (one opened and one closed) for Map 5 and other regions, under the Statics tab as TR_flora_AntlerFir#
Flat TR_de_p furniture pieces! These include: TR_furn_de_p_bench_03 and _04, TR_furn_de_p_bkshelf, and TR_furn_de_p_table_01, _04, and _05. (vanilla 02 is already flat, vanilla 03 doesn't exist, and I wasn't provided with a flat variant of 06, which is nearly identical to 05 anyway)
Three new Dreugh creatures under TR_cr_Dreugh##
New spell, TR_sp_paralysis, which paralyzes on Touch for 3 seconds, costs 6.
New enchantment, TR_en_paralysis, same as the spell.
New weapon, TR_w_silver_spear_paralysis: just a silver spear with the paralysis enchantment on it.
Removed a duplicate Indoril Chuzei gauntlet icon.
New book by gro-Dhal, "Dunmer Law: A Primer", under TR_bk_DunmerLawPrimer, should replace all instances of TR_bk_VarietiesofHeresy
A new container, TR_contain_small_sack, for small item containment


Be sure to grab both TR_Data.7z and TR_Data.esm in this update. Also, did someone suggest we use the Holidays Across Tamriel religious icons in TR? If so, please respond here, I can't remember the discussion about them.
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Post by Haplo »

Slight update/revert notice: The new brownbark_01 texture was drastically different from the old orange color, so it has been reverted back. I've re-uploaded TR_Data.7z just now to reflect this change.
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Post by Mwgek »

Haplo wrote:Slight update/revert notice: The new brownbark_01 texture was drastically different from the old orange color, so it has been reverted back. I've re-uploaded TR_Data.7z just now to reflect this change.
Come again? We are not talking about the leaves right?
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Post by Swiftoak »

The leaf texture for the 01-06 ND trees was drastically different in terms of colour. [ Before | After ]

The change of colour was jarring, so Haplo reverted them back to the old texture. Problem is, something else changed with the model (at least that's all I can think of), and now there is a noticeable black fringe on the trees on the left. I think this is a problem best solved by simply swapping back in the old NIF files for the 01-06 ND trees.
"Idleness and lack of occupation tend - nay are dragged - towards evil."
-Hippocrates
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