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Project Tamriel & Tamriel Rebuilt - Morrowind modders keep chugging along

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
13,309
After I don't know how many tries I've just admitted that I simply can't get into TR. I've tried Map 1 , Map 2, the Sacred East release, the latest release. Each time I've installed it I've played a few days, marvelled at the size and creativity of everything, then uninstalled it. As far as I'm concerned there's something in TR that just doesn't fit with the rest of the game experience.
Tamriel Rebuilt is less suited as a companion to base Morrowind than as an alternative to base Morrowind for those who have already completed it a dozen times. If Tamriel Rebuilt ever advances far enough, it will offer multiple alternatives, since each House's region is large enough to contain a vast amount of content.
 

Tenebris

Scholar
Joined
Sep 18, 2017
Messages
280
After I don't know how many tries I've just admitted that I simply can't get into TR. I've tried Map 1 , Map 2, the Sacred East release, the latest release. Each time I've installed it I've played a few days, marveled at the size and creativity of everything, then uninstalled it. As far as I'm concerned there's something in TR that just doesn't fit with the rest of the game experience.
Don't spend too much time exploring it. That's the trap some people fall into. Go pick a starting location, faction and go do it's storylines. Most of them are localized within the general region as the province wide quests are being saved for later. Much later. I'd recommend starting at Old Ebonheart and doing the Thieves Guild questline.
 

Kalon

Scholar
Joined
Jan 21, 2016
Messages
191
Don't spend too much time exploring it
Well, I guess you're right. It's hard not to feel intoxicated by the sense of hugeness and freedom in TR and not running around everywhere from one ruin to another.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,834
Don't spend too much time exploring it
Well, I guess you're right. It's hard not to feel intoxicated by the sense of hugeness and freedom in TR and not running around everywhere from one ruin to another.
Yeah, it burns you out if you do it too long and you'll never finish the game. On the other hand, if you don't care about finishing the game and just wanna do some fun adventuring, then exploring all over the place is exactly what you should do.
 

Kalon

Scholar
Joined
Jan 21, 2016
Messages
191
if you don't care about finishing the game and just wanna do some fun adventuring, then exploring all over the place is exactly what you should do.
That's what I thought at first. But as it turns out, it makes the whole thing feel like a theme park if you simply poke your head from cave to dungeon without getting a sense of how they fit in the world. The lack of really out-of-the-ordinary loot also contributes to that feeling of "exploring for the sake of exploring" and being some sort of glorified tourist. This is particularly obvious when exploring Kemel-Ze ( a dungeon the layout of which I actually had to draw on paper not to get lost ): it's full of wonders, but every adventurer and his aunts have been there looting it before.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,834
if you don't care about finishing the game and just wanna do some fun adventuring, then exploring all over the place is exactly what you should do.
That's what I thought at first. But as it turns out, it makes the whole thing feel like a theme park if you simply poke your head from cave to dungeon without getting a sense of how they fit in the world. The lack of really out-of-the-ordinary loot also contributes to that feeling of "exploring for the sake of exploring" and being some sort of glorified tourist. This is particularly obvious when exploring Kemel-Ze ( a dungeon the layout of which I actually had to draw on paper not to get lost ): it's full of wonders, but every adventurer and his aunts have been there looting it before.
Many dungeons have something setting them apart, or have quests connected to them. I remember one where you had bandits that managed to regularly trade with a dreugh by chance, it was pretty cool. But yeah, the loot is a real problem – or rather, the fact that you can swim in money effortlessly, which is an issue vanilla Morrowind has as well. I'm hoping some serious rebalance mods will pop up that will make you actually excited when you spot a diamond among the dungeon loot.
 

Kalon

Scholar
Joined
Jan 21, 2016
Messages
191
or rather, the fact that you can swim in money effortlessly
Yes, because TR does have some nice loot here and there. But as I treat it as a late-game expansion when I have nothing else left to do, it's not really a good incentive to exploration.
Many dungeons have something setting them apart
Indeed they are all quite unique and I'm not complaining on that point. That said they abuse a bit of the "dungeon starting as a regular cave but ending up to be a daedric sanctuary" trope.
 

None

Arbiter
Joined
Sep 5, 2019
Messages
2,133
News from a couple of days ago.

March 2023 Art & Assets Update


Banner image
It has been a few months since we last updated you on the ongoing progress in Tamriel Rebuilt – okay, we did release a major double-expansion in-between, but still. This month, as we last did in September, we will get you up to date on all the progress that our concept and asset artists have made. These are the building blocks of the mod, the first part of its development pipeline, which our level designers and implementers can later use to create the world of Morrowind.

Be mindful that the below concepts and assets are works-in-progress, and may not represent their final form in the mod. Furthermore, while the sources for each piece are linked – either messages on our Discord server or the asset browser – these are often no longer up-to-date with the current progress and planning of the mod.

Now, lets dive back into the nitty-gritty of TR progress – as we haven’t updated you in a while, there is a lot to show!
 

Popiel

Arcane
Patron
Joined
Jul 15, 2015
Messages
1,499
Location
Commonwealth
Pillars of Eternity 2: Deadfire
Judging by their Discord they are much more excited designing redoes of Necrom and Telvannis than they are designing new content :lol: This will never fucking end.

By the way, same applies to other province mods. Cyrodiil team will redo initial Stirk release after their first proper mainland release :lol:
 

None

Arbiter
Joined
Sep 5, 2019
Messages
2,133
past_future.png


There is plenty of new content in the pipeline. Hlan Oek is up next, which we should be able to expect sometime this year. I'd expect Narsis to be next, excluding any overhaul releases. Plus work on Hammerfell has started, as well as the ongoing development of the Padomaic Isles.

Some of the redo areas need it desperately, they may as well be from a completely different project. Go wander around Necrom and it's surroundings and see if you get a "most-holy-city-in-Morrowind" vibe. As long as they aren't going back over content from the post-2018 releases, I'd consider it a good investment.
 

Tenebris

Scholar
Joined
Sep 18, 2017
Messages
280
Man, you won't believe how much I want them to redesign Almalexia and Mournhold, maybe I'd finally bother with Tribunal after 15 years.
I'm sure your grandkids would have a grand time seeing it. They've mentioned that Almalexia and Mournhold will be the last things they do.
 

Kalon

Scholar
Joined
Jan 21, 2016
Messages
191
Some of the redo areas need it desperately, they may as well be from a completely different project. Go wander around Necrom and it's surroundings and see if you get a "most-holy-city-in-Morrowind" vibe
I found Necrom's design very good, only it felt a bit like an open-air museum and not a very lively city (I didn't quite get the same vibe visiting TR-Necrom as I did when reading Incident in Necrom, for instance). I found a noticeable discrepancy in worldbuilding quality between the first 2 maps (Telvanni and Antedilivuan Secrets) and the Sacred East release.

They've mentioned that Almalexia and Mournhold will be the last things they do.

It must be very difficult for them to figure out a satisfying way to implement vanilla Mournhold into TR-Almalexia, and to make the whole thing actually playable in terms of loadtiems and framerate.
I guess one way to do this would be to put everything in an interior as exterior cell à-la-Oblivion and hope that players don't use levitation too close to the city but that'd be a huge step-down in terms of design.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,834
It must be very difficult for them to figure out a satisfying way to implement vanilla Mournhold into TR-Almalexia
Oh, they're ditching vanilla Mournhold, I'm pretty sure. They are pretty anal about not touching Vvanderfel, but aren't as reserved with other things. Firemoth is being remade from the ground up right now, for example.
 

Funposter

Arcane
Joined
Oct 19, 2018
Messages
1,822
Location
Australia
It must be very difficult for them to figure out a satisfying way to implement vanilla Mournhold into TR-Almalexia
Oh, they're ditching vanilla Mournhold, I'm pretty sure. They are pretty anal about not touching Vvanderfel, but aren't as reserved with other things. Firemoth is being remade from the ground up right now, for example.
yeah, it's been explicitly stated (iirc) that Mournhold is the last thing being touched not just because Almalexia will be so big, but also because they'll be completely re-locating the expansion content to a new exterior cell and having it play nice with everything else.
 

thesheeep

Arcane
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Mar 16, 2007
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Tampere, Finland
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After I don't know how many tries I've just admitted that I simply can't get into TR. I've tried Map 1 , Map 2, the Sacred East release, the latest release. Each time I've installed it I've played a few days, marvelled at the size and creativity of everything, then uninstalled it. As far as I'm concerned there's something in TR that just doesn't fit with the rest of the game experience.
That's me playing Morrowind in general, lol. After a couple days, I just burn out on it.
I feel the same.
It would be great if TR came with alternative starting locations (so you'd ditch the entire ship / Seyda Neen part).

The way I play, I usually end up doing the same stuff for the first few days and lose the interest to keep playing before I really get into any TR stuff :lol:

One time I tried to leave right away to some of the new regions, but was woefully underleveled.
I have no idea if there even is a good "starting area" in TR.
 

Kalon

Scholar
Joined
Jan 21, 2016
Messages
191
It would be great if TR came with alternative starting locations (so you'd ditch the entire ship / Seyda Neen part).
You can head to Vivec straight from the boat, grab a bargain potion of Levitation at the High Fane, donate it to the shrine of Stop-The-Moon and fly away to Old Ebonheart. Of course it means you're going to spend the next half-day happily floating and bobbing around unless you find a bed in which to rest.

I have no idea if there even is a good "starting area" in TR.
In my experience, unless it's been changed with the Embers of Empire release, the frist map is a no-go, even if you stick to the road, because of Roamers. The area south of Tel Branora used to have Durzogs, so also a no-go but I think they're gone with the lateat release. I think you can go to Old Ebonheart and do some quests in the area at level 1.
lose the interest to keep playing before I really get into any TR stuff
For me it's the contrary, I keep exploring the island and postpone installing TR until I'm at a high enough level or have nothing better to do in vanilla Morrowind.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,834
After I don't know how many tries I've just admitted that I simply can't get into TR. I've tried Map 1 , Map 2, the Sacred East release, the latest release. Each time I've installed it I've played a few days, marvelled at the size and creativity of everything, then uninstalled it. As far as I'm concerned there's something in TR that just doesn't fit with the rest of the game experience.
That's me playing Morrowind in general, lol. After a couple days, I just burn out on it.
I feel the same.
It would be great if TR came with alternative starting locations (so you'd ditch the entire ship / Seyda Neen part).

The way I play, I usually end up doing the same stuff for the first few days and lose the interest to keep playing before I really get into any TR stuff :lol:

One time I tried to leave right away to some of the new regions, but was woefully underleveled.
I have no idea if there even is a good "starting area" in TR.
Oh, you should just ignore everything on vvanderfel and head over to TR from the very start. Old Ebonheart is suited for game start, and the quests there are doable by even level 1 characters. You can fast travel there via ship - there's a dude in (new) Ebonheart docks offering rides.


You can head to Vivec straight from the boat, grab a bargain potion of Levitation at the High Fane, donate it to the shrine of Stop-The-Moon and fly away to Old Ebonheart. Of course it means you're going to spend the next half-day happily floating and
No need for this anymore, as stated above. I think they added fast travel options from vvanderfel a couple releases back, one of the very few changes they made in vanilla areas.
 
Joined
Aug 11, 2013
Messages
1,181
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yer mum
Was there any talk about future Necrom questlines? I know they mentioned that it's pretty much THE city of the dead and there's nothing wrong with it being pretty boring, but come on - Almas Thirr showed that you can come up with politics-focused Temple questline. Unless everyone just falls in line the moment they reach Necrom, then I rest my case.

Minor note: with TR, medium armor has probably the best progression and diversity out of all three types, from various bonemold aesthetics, imperial chain, and dragonscale, to dreugh, native ebony, adamantium, and so on. Compare that to light (where you go from shitty chitin/netch armor pretty much straight to glass) and heavy armor (iron, (imperial) steel, and then it skyrockets to ebony and daedric because nobody uses dwemer armor, don't bullshit me). So, if anyone wants to give medium armor a try, there's no excuse anymore. Or mix and match.
 
Joined
Aug 11, 2013
Messages
1,181
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yer mum
Compare that to light (where you go from shitty chitin/netch armor pretty much straight to glass)
TR also adds some good light armor in the form of daedric hide armor, which iirc is slightly under glass armor in terms of AR.
I'm pretty positive daedric hide became deprecated and/or was replaced by native ebony armor in the latest TR build.
 

Kalon

Scholar
Joined
Jan 21, 2016
Messages
191
Compare that to light (where you go from shitty chitin/netch armor pretty much straight to glass)
TR also adds some good light armor in the form of daedric hide armor, which iirc is slightly under glass armor in terms of AR.
I'm pretty positive daedric hide became deprecated and/or was replaced by native ebony armor in the latest TR build.
Oh well, I always felt it was a bit weird anyway.
 

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