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Project Tamriel & Tamriel Rebuilt - Morrowind modders keep chugging along

None

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Some small decline to report though, as the Discord has been locked down a bit. You can still read the development channels, but no longer post in them unless you're on the team.
 

Zariusz

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Some small decline to report though, as the Discord has been locked down a bit. You can still read the development channels, but no longer post in them unless you're on the team.
Isnt this by now like months old news? Unless they restricted shit even more.
 

None

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Messages
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Some small decline to report though, as the Discord has been locked down a bit. You can still read the development channels, but no longer post in them unless you're on the team.
Isnt this by now like months old news? Unless they restricted shit even more.
I don't remember all of them being locked up like this and it seems to have happened in the last month or so. A similar situation happened at PT many months ago which is what you might be thinking of. Alternatively I'm misremembering things, but I'm almost positive there's been a change.
 

Zariusz

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Civitas Schinesghe
Some small decline to report though, as the Discord has been locked down a bit. You can still read the development channels, but no longer post in them unless you're on the team.
Isnt this by now like months old news? Unless they restricted shit even more.
I don't remember all of them being locked up like this and it seems to have happened in the last month or so. A similar situation happened at PT many months ago which is what you might be thinking of. Alternatively I'm misremembering things, but I'm almost positive there's been a change.
Oh yeah, im probably mixing it with PT
 

Tenebris

Scholar
Joined
Sep 18, 2017
Messages
280
I remember when they first started doing it. Some moron bumped a weeks to months old argument and tried to fan the flames again. Though the mod who did it was probably looking for an excuse.
 

Losus4

Educated
Joined
Feb 20, 2024
Messages
126
Been playing TR on and off since 2009, what I love is that there were dungeons or locations I stumbled on more than a decade ago, and if you asked me to locate them again I wouldn't be able to. You could play this game for a lifetime and still not uncover every nook and cranny.
 

None

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Messages
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There's an update from Project Tamriel. Yes, it isn't TR, but they're basically under the same management and have the same audience so whatever.

May 2024 Progress Update

Image
Project Tamriel is a collective of modding projects for TES III: Morrowind that aims to recreate the provinces of the continent of Tamriel found outside the borders of the original game world. The provinces of Skyrim, Cyrodiil, High Rock and Hammerfell are currently in active development.

Welcome, citizens and adventurers of Tamriel, to our development roundup article! While Project Tamriel works tirelessly on the upcoming Cyrodiil release, we thought it'd be a great time to inform you about our news in a fresh format.

So make yourself some tea, sit back, and enjoy this overview of our projects’ recent progress, and what is still in the works for the near future!
tl;dr Cyrodiil release in a few months that covers Anvil and reworks Stirk. Skyrim is next with Markarth Side (probably next year). High Rock, Padomaic Isles, Stross M'kai, and Hammerfell are being worked on in varying levels of intensity.
 
Joined
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There's an update from Project Tamriel. Yes, it isn't TR, but they're basically under the same management and have the same audience so whatever.

May 2024 Progress Update

Image
Project Tamriel is a collective of modding projects for TES III: Morrowind that aims to recreate the provinces of the continent of Tamriel found outside the borders of the original game world. The provinces of Skyrim, Cyrodiil, High Rock and Hammerfell are currently in active development.

Welcome, citizens and adventurers of Tamriel, to our development roundup article! While Project Tamriel works tirelessly on the upcoming Cyrodiil release, we thought it'd be a great time to inform you about our news in a fresh format.

So make yourself some tea, sit back, and enjoy this overview of our projects’ recent progress, and what is still in the works for the near future!
tl;dr Cyrodiil release in a few months that covers Anvil and reworks Stirk. Skyrim is next with Markarth Side (probably next year). High Rock, Padomaic Isles, Stross M'kai, and Hammerfell are being worked on in varying levels of intensity.
We'll get a full release by 2030, hopefully. After that, it's checking in on Morrowind Rebirth (there's an abandoned compatibility patch with an older version of Rebirth and TR/PT, so it's theoretically possible to do this again for their final releases).
 

Spike

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Is TR currently 400 hours or something in its current state? Or like 1,000?
 

None

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Is TR currently 400 hours or something in its current state? Or like 1,000?
https://howlongtobeat.com/game/9851 says a completionist playthrough of Morrowind, with its ~500 quests, takes about 367 hours.
TR has 600+ quests by now and iirc is also a larger landmass. I'd say about 500 hours. With the upcoming Cyrodiil and Skyrim releases the total you'd probably be able to squeeze out of the whole package could be 1k hours.
 

None

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We'll get a full release by 2030, hopefully. After that, it's checking in on Morrowind Rebirth (there's an abandoned compatibility patch with an older version of Rebirth and TR/PT, so it's theoretically possible to do this again for their final releases).
There's been enough talk about making a new project for Vvardenfell once the mainland is done that I don't think you'll need Rebirth unless you're partial to it for whatever reason. Most of what I've heard has been about bringing the island more in line with what concept art and the beta suggested, along with a general TR-ification of land/quests/etc. But we're at least a decade away from that.
 

CHEMS

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Messages
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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.

Are there any mods specifically for TR?
https://www.nexusmods.com/morrowind/mods/54588
 

d1r

Single handedly funding SMTVI
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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.

Are there any mods specifically for TR?
https://www.nexusmods.com/morrowind/mods/54588
Fuck this is great.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,694
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.

Are there any mods specifically for TR?
https://www.nexusmods.com/morrowind/mods/54588
Fuck this is great.
Danae's mods are very good, check out her other stuff
 

Losus4

Educated
Joined
Feb 20, 2024
Messages
126
Is TR currently 400 hours or something in its current state? Or like 1,000?

I think you're missing the point. It's perfectly viable to spend 100s of hours in TR without doing any quests at all. Just walking around and soaking up the atmosphere and lore is what brings people back to TES, not so much doing/repeating X quest.
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
12,042
Location
Flowery Land
Is TR currently 400 hours or something in its current state? Or like 1,000?
What's currently implemented in Skyrim took me 35+ hours and 80 something in game days (though I set the timescale to 6 minutes=1 hour instead of the default 2 minutes=1 hour and had magicka regen instead of having to rest all the time, so in-game time is likely not accurate) to do most, but not all, of the content for it with a fresh character that started in Skyrim at level 1. Never did a mainland only playthrough of TR that even tried to stick to one region and be comprehensive, but TR proper has somewhat higher content density on top of being much large: Home of the Nords has only FG+TG+TG with preliminary support for various local leader groups while TR has given FG+TG+TG+EEC+IC+IL+TT+TT+Hlaalu sizable quest lines but TR also has bigger unpopulated and underdeveloped areas with minimal quest support, and major settlements that are either dominated by a single faction or are xenophobic enough most of the supported factions have little if any content within them.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
I've been playing the most recent TR build for a week now and there's still content left to do in the first two cities I visited (Andothren and Old Ebonheart).
The last time I played TR I didn't talk to a lot of NPCs, just walk around and explore, because I was of the impression that quest content is still largely unfinished.
I was wrong.

There's so much quest density in the cities, you can spend a lot more time in them than in any vanilla Morrowind city, except maybe Vivec. And even the fetch quests are usually interesting.
Go deliver 5 bottles of wine to a tavern! Oops, the tavernkeeper expected 10 bottles, the merchant must have mixed the orders up, gotta hunt down 5 more.
Go deliver an ebony sword to a mysterious client! But wait, what's that - the sword is a fake, it's just steel made to look like ebony! The merchant is a scammer!
Lots of cool little twists on the delivery quests to make them less mundane. And usually, when a quest leads you to another town, you'll find other mini-quests or interesting locations along the way.

The quality of quests is, in general, above Morrowind's average. Granted, most of Morrowind's quests were extremely basic fetch and kill quests, but TR takes the same concepts and makes them more interesting with little twists.
TR also makes much more extensive use of Morrowind's dialog choices. It has always been a function in the game, but very very few vanilla conversations actually give you dialogs where you must make a choice. In TR, almost every quest has at least one of these. And very often, you can attempt to persuade an NPC to give you something or tell you something, and the likelihood of him agreeing is based on his reaction score towards you, so speechcraft actually becomes useful.

My favorite questline so far is Andothren's thieves guild. The guild was driven out by the Cammona Tong and you're tasked with re-establishing a foothold. Recruit new members, disrupt Cammona Tong operations, take over their smuggling business, etc. Some of the quests even involve choices with minor consequences (get rid of the Tong's skooma brewer - it's a khajiit they keep as a slave, you can either kill him or free him, and if you free him he arranges for your guild to receive regular skooma shipments).

My favorite city as far as quest content goes is Old Ebonheart. It's chock full of stuff to do. Lots of tiny little side quests, also several factions you can join (and they plan to make another, as of yet unjoinable faction, the Imperial Archaeological Society, joinable later, with quests and everything). I did Imperial Legion quests there, as well as East Empire Company quests, and a whole bunch of smaller side quests, some of which lead down into an extensive sewer network that connects to several basements so you can go and rob shit if you're so inclined. Apparently the thieves guild has their base in the sewers but I haven't found a way to access it yet. I also found a mysterious sanctuary that had nobody in it, so maybe that becomes important later.

There's been enough talk about making a new project for Vvardenfell once the mainland is done that I don't think you'll need Rebirth unless you're partial to it for whatever reason. Most of what I've heard has been about bringing the island more in line with what concept art and the beta suggested, along with a general TR-ification of land/quests/etc. But we're at least a decade away from that.
There's already a finished mod for Solstheim (the Bloodmoon expansion island) called Tomb of the Snow Prince. It's not officially affiliated with the Tamriel Rebuilt or Project Tamriel teams, but they endorse it as a high quality overhaul of that island's landscape. Haven't explored it yet so I dunno if it adds new quests or anything, but according to the description it tries to bring all of Solstheim's content up to par with modern TR quality.

https://www.nexusmods.com/morrowind/mods/46810
 

None

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Messages
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There's already a finished mod for Solstheim (the Bloodmoon expansion island) called Tomb of the Snow Prince. It's not officially affiliated with the Tamriel Rebuilt or Project Tamriel teams, but they endorse it as a high quality overhaul of that island's landscape. Haven't explored it yet so I dunno if it adds new quests or anything, but according to the description it tries to bring all of Solstheim's content up to par with modern TR quality.

https://www.nexusmods.com/morrowind/mods/46810
TotSP touches only the visuals & aesthetics if I remember correctly. Unless the recent releases have branched out into gameplay/quests, they are going to be Bloodmoon as you remember it.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
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I've been playing the most recent TR build for a week now and there's still content left to do in the first two cities I visited (Andothren and Old Ebonheart).
The last time I played TR I didn't talk to a lot of NPCs, just walk around and explore, because I was of the impression that quest content is still largely unfinished.
I was wrong.

There's so much quest density in the cities, you can spend a lot more time in them than in any vanilla Morrowind city, except maybe Vivec. And even the fetch quests are usually interesting.
Go deliver 5 bottles of wine to a tavern! Oops, the tavernkeeper expected 10 bottles, the merchant must have mixed the orders up, gotta hunt down 5 more.
Go deliver an ebony sword to a mysterious client! But wait, what's that - the sword is a fake, it's just steel made to look like ebony! The merchant is a scammer!
Lots of cool little twists on the delivery quests to make them less mundane. And usually, when a quest leads you to another town, you'll find other mini-quests or interesting locations along the way.

The quality of quests is, in general, above Morrowind's average. Granted, most of Morrowind's quests were extremely basic fetch and kill quests, but TR takes the same concepts and makes them more interesting with little twists.
TR also makes much more extensive use of Morrowind's dialog choices. It has always been a function in the game, but very very few vanilla conversations actually give you dialogs where you must make a choice. In TR, almost every quest has at least one of these. And very often, you can attempt to persuade an NPC to give you something or tell you something, and the likelihood of him agreeing is based on his reaction score towards you, so speechcraft actually becomes useful.

My favorite questline so far is Andothren's thieves guild. The guild was driven out by the Cammona Tong and you're tasked with re-establishing a foothold. Recruit new members, disrupt Cammona Tong operations, take over their smuggling business, etc. Some of the quests even involve choices with minor consequences (get rid of the Tong's skooma brewer - it's a khajiit they keep as a slave, you can either kill him or free him, and if you free him he arranges for your guild to receive regular skooma shipments).

My favorite city as far as quest content goes is Old Ebonheart. It's chock full of stuff to do. Lots of tiny little side quests, also several factions you can join (and they plan to make another, as of yet unjoinable faction, the Imperial Archaeological Society, joinable later, with quests and everything). I did Imperial Legion quests there, as well as East Empire Company quests, and a whole bunch of smaller side quests, some of which lead down into an extensive sewer network that connects to several basements so you can go and rob shit if you're so inclined. Apparently the thieves guild has their base in the sewers but I haven't found a way to access it yet. I also found a mysterious sanctuary that had nobody in it, so maybe that becomes important later.

There's been enough talk about making a new project for Vvardenfell once the mainland is done that I don't think you'll need Rebirth unless you're partial to it for whatever reason. Most of what I've heard has been about bringing the island more in line with what concept art and the beta suggested, along with a general TR-ification of land/quests/etc. But we're at least a decade away from that.
There's already a finished mod for Solstheim (the Bloodmoon expansion island) called Tomb of the Snow Prince. It's not officially affiliated with the Tamriel Rebuilt or Project Tamriel teams, but they endorse it as a high quality overhaul of that island's landscape. Haven't explored it yet so I dunno if it adds new quests or anything, but according to the description it tries to bring all of Solstheim's content up to par with modern TR quality.

https://www.nexusmods.com/morrowind/mods/46810
Andothren's Thieves Guild quests are very fun, and i don't even like the Thieves Guild
 

JarlFrank

I like Thief THIS much
Patron
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Steve gets a Kidney but I don't even get a tag.
I also like how some dungeons are quite creative, or have cool shit to find in them. Some of Morrowind's also had cool shit, but it's more frequent here.
Like one ruin that apparenty was an ancient dark elf fortress once conquered by the Empire during Reman times. It has skeletons with different equipment, ones with local dark elf weapons and shields and ones with Reman legion weapons and shields. When you take the enchanted weapon held by a skeleton on a throne, all the other skeletons wake up and fight each other. Super cool.
Today I found a daedric ruin in the Velothi mountains covered in ice, and within was a shrine of Sheogorath in front of which stuck a unique ice sword with high damage and dealing frost damage on strike.

My most impressive discovery yet was a witch within a rather centrally located and unassuming daedric ruin. She gave a quest to me and... well, you should experience that for yourself. Really blew me away.

Also really cool is the city of Tur Julan, an ancient Indoril city taken over by daedra. Not all of them are immediately hostile, some even give you quests. Really cool and unique place.

What I love most about Tamriel Rebuilt is how it recaptures the feeling of playing Morrowind for the first time back in 2002. It has the same layer of mystery, the joy of discovery, an exotic world with different biomes, lots of quests that send you across the land, just pure explorefag goodness.

Can't wait for the Cyrodiil release later this year.

And one day we'll be able to travel across all of Tamriel on foot, with all the provinces seamlessly connected...
 

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,138
Location
Behind you.
Hybrid, as usual. Melee + magic. Long blade, medium armor, and pretty much all magic schools as my main skills.
Nice. The main reason I ask is I'm curious how balanced the world is in Tamriel Rebuilt around different character builds. Have you noticed stuff designed around thief type skills, for example? Also, are there more guilds in the new areas? How are the movement systems in the mainland? I assume there's still boats, but are they using Silt Stiders or other means? And how connected are the locations with these movement systems? I assume there are regional variants of the Morrowind armors and weapons? Lastly, are you using OpenMW?
 

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