Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.
"This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.
I took me over 100 hours to thoroughly explore the TR two years ago and do all the quests I could find. And that was with an OP char after completing the main game and expansions as well as superspeed levitation from the potion exploit. Shit's huge and filled with content. Going to be something playing though it normally once its even more complete.
The only ones I'm aware of is M'aiq on the Mainland and Sword of the Kagouti King. Most are just adaptations of existing mods, small additions (usually player housing), or patches.
Honestly, I'm a bit on the fence about Almas Thirr's imperial Guilds (Fighters, Mages, and Thieves). Not because they're bad (although TG certainly is bare bones, FG and MG somewhat less so), but the city, imo, should have just two factions: The Temple and the Morag Tong. It just doesn't really make sense in my mind to make Almas Thirr into something that isn't a smaller version of Necrom: a Dunmer-exclusive, holy city that's mired in politics and religion. Don't remove them, just move them somewhere with a smaller scale, like Hlan Oek, Teyn, or anything that makes sense for a fresh off the boat character to see.
On the other hand, Andothren's Thieves Guild is... surprisingly okay. I was a bit worried about "rebuilding the guild" questline, but it's always fun to subjugate Camonna Tong.
The Mages Guild doesn't operate in Sadrith Mora; it has a small space in the imperial fort Wolverine Hall outside Sadrith Mora itself (as does the Fighters Guild).
Uleni Heleran: "I am a mage and a member of the Mages Guild. In addition to my other duties, I teach Conjuration and Mysticism and Destruction. I'm not very experienced, but the Sadrith Mora chapter is not a popular posting because of the hostility of the Telvanni towards the Mages Guild, and they were glad to have me. It's been particularly unpleasant for me, since I'm an outlander Dark Elf, raised and educated in the West, and I much prefer Western ways to the cold, sour, dull seriousness of the locals."
Zed Duke of Banville
I'm well aware of Wolverine Hall and that piece of dialogue - doesn't change the fact that WH and SM proper are stone throw away from each other and I just can't see Telvanni suffering MG's presence for that long. They may not give a fuck, but not to such an extent; even Aryon, arguably the most progressive and open-minded of Telvanni wizard-lords, will make moves against Guild's monopoly. I mean, from a technical standpoint, Telvanni hate MG as much as Sixth House and one can't imagine them ignoring Sixth House's bases on Telvanni Isles (assuming there were any)
Looking at it now, Firewatch is essentially what Wolverine Hall should be: a highly fortified settlement at the edge of hostile environment. But that's just me rambling and I don't want to shit on base Morrowind too much, since the reasons are probably much simpler: players needing something to do in this part of the world.
Honestly, I'm a bit on the fence about Almas Thirr's imperial Guilds (Fighters, Mages, and Thieves). Not because they're bad (although TG certainly is bare bones, FG and MG somewhat less so), but the city, imo, should have just two factions: The Temple and the Morag Tong. It just doesn't really make sense in my mind to make Almas Thirr into something that isn't a smaller version of Necrom: a Dunmer-exclusive, holy city that's mired in politics and religion. Don't remove them, just move them somewhere with a smaller scale, like Hlan Oek, Teyn, or anything that makes sense for a fresh off the boat character to see.
Almas Thirr would be perfectly situated as a faction hub, yet nearly a decade ago, when we first conceptualized the city, we found it unlikely that the Tribunal Temple would allow Imperial guilds to set up shop in their holy stronghold. This was a reasonable supposition, but does it really track with what we see in vanilla Morrowind? In fact, the original game has a great example of one of the holiest cities in Morrowind – Vivec, the seat of the god-king him/herself. Yet, that city does accommodate the Imperial guilds, although in a contained manner in its Foreign Quarter. Hence, not only would adding the guilds remove a major gameplay issue, but it would also agree with Vanilla depiction of Temple-Imperial relations.
Never forget that Vivec is a tranny who sucked Molag Bal's zesty demon seed through his bussy, then bit off a part of Molag's cock and tore out his own cock and combined both cocks together to create Muatra.
If there is any city imperials would feel at home in, it's Vivec city. Also Dunmer religion isn't just about Vivec. Sotha Sil is apathetic at best and Almalexia is antagonistic to imperials. Outside of the Tribunal, the main faith of the Dunmer people is ancestor worship.
So there you go. You've got enough content for 100% House Hlaalu, Tribunal Temple, Mages Guild, Fighters Guild and Thieves Guild playthroughs, and maybe the Imperial legion is included there? The Imperial Cult now has enough content to at least offset the weird difficulty spike that it experiences in vanilla when you start taking quests from Lalatia Varian at like Level 5.
There's a dev interview that mentions Imperial Cult was rushed by one developer later in MW's development in order to have it make the base game. That explains a lot of the weird stuff (the improperly sized and empty tomb in Caldera, the quest giver reactions to not having finished the quest being relatively hostile, being the only guild to give rewards for advancement, etc.) in the quest line.
So there you go. You've got enough content for 100% House Hlaalu, Tribunal Temple, Mages Guild, Fighters Guild and Thieves Guild playthroughs, and maybe the Imperial legion is included there? The Imperial Cult now has enough content to at least offset the weird difficulty spike that it experiences in vanilla when you start taking quests from Lalatia Varian at like Level 5.
There's a dev interview that mentions Imperial Cult was rushed by one developer later in MW's development in order to have it make the base game. That explains a lot of the weird stuff (the improperly sized and empty tomb in Caldera, the quest giver reactions to not having finished the quest being relatively hostile, being the only guild to give rewards for advancement, etc.) in the quest line.
So there you go. You've got enough content for 100% House Hlaalu, Tribunal Temple, Mages Guild, Fighters Guild and Thieves Guild playthroughs, and maybe the Imperial legion is included there? The Imperial Cult now has enough content to at least offset the weird difficulty spike that it experiences in vanilla when you start taking quests from Lalatia Varian at like Level 5.
There's a dev interview that mentions Imperial Cult was rushed by one developer later in MW's development in order to have it make the base game. That explains a lot of the weird stuff (the improperly sized and empty tomb in Caldera, the quest giver reactions to not having finished the quest being relatively hostile, being the only guild to give rewards for advancement, etc.) in the quest line.
Kind of, but not really. The main problem is the new TR and old TR split. New TR, you'll have consistent styles, etc. Old TR, basically anything goes. If you stick to areas released post-2018, you're in new TR where content is regularly updated with each release (and consistency is thus maintained, as if anything becomes outdated, it gets replaced next release). Areas released prior to that are not maintained and scheduled for a complete redo.
Kind of, but not really. The main problem is the new TR and old TR split. New TR, you'll have consistent styles, etc. Old TR, basically anything goes. If you stick to areas released post-2018, you're in new TR where content is regularly updated with each release (and consistency is thus maintained, as if anything becomes outdated, it gets replaced next release). Areas released prior to that are not maintained and scheduled for a complete redo.
Yeah, the yellow mushrooms have been one of the few reservations that I've had about TR's current art direction. The rest of the new assets have been fantastic, but this comes across as that weird interpretation of Morrowind's art direction that leads to nostalgia baiting ala Shivering Isles. There don't need to be mushroom trees everywhere, all the time.
Yeah, the yellow mushrooms have been one of the few reservations that I've had about TR's current art direction. The rest of the new assets have been fantastic, but this comes across as that weird interpretation of Morrowind's art direction that leads to nostalgia baiting ala Shivering Isles. There don't need to be mushroom trees everywhere, all the time.
It seems well designed and all but i felt like I was playing Spore or something. Mushrooms trees are not used to the extent in Vardenfell as they are in TR. The ability of modders to create authentic elder scrolls content is vastly overstated Imo
Man i have huge respect for the Tamriel Rebuilt team, they're making great content untill this day and you can see that it has a great deal of hard work and care
Everytime i take a few months without playing Morrowind, i come back and find these huge updates on Tamriel Rebuilt. They're awesome
Tamriel Rebuilt is a massive mod for TES III: Morrowind, which adds the missing mainland of the Morrowind province to the game world. You can download it here.
Greetings! In the last update we covered everything that you can expect from our next upcoming expansion, Grasping Fortune. But Morrowind is a massive province and Tamriel Rebuilt is developing on many fronts in parallel. The last time that we went over our full plans for the future – our development roadmap – was in late 2021. Hence, it’s high time we update you with how those plans have changed and give you a high-level overview of each of the new and exciting expansions that we’re currently tackling.
Remember, Tamriel Rebuilt is developed as a series of episodic releases or expansions, with new chunks of Morrowind’s mainland released every year (aspirationally, at least). Whenever an expansion is released, the new areas come with the full complement of interior locations, characters, and quests, all seamlessly tying into the base game and the prior expansions. A map of all prior and currently in-development Tamriel Rebuilt expansions.