Expression error unable to find faction

Выйти из гильдии - отправлено в Обсуждение Morrowind: Не могу вступить в гильдию воров, т.к. по незнанию не вступил в нее перед выполнением квеста Кодовая книга. Пока искал ответы узнал, что являюсь союзником Камонна Тонг и теперь гильдия воров меня не примет. Возможно ли покинуть Камонна Тонг?
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#1
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yostake1

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Отправлено 03 января 2015 — 13:46

Не могу вступить в гильдию воров, т.к. по незнанию не вступил в нее перед выполнением квеста «Кодовая книга». Пока искал ответы узнал, что являюсь союзником Камонна Тонг и теперь гильдия воров меня не примет. Возможно ли покинуть Камонна Тонг?

Сообщение отредактировал yostake1: 03 января 2015 — 13:55

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#2
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AlexNerevarin

Отправлено 03 января 2015 — 16:18

Каммона Тонг не является организацией, в которую может вступить игрок.

А чтобы быть выдворенным из гильдии, можно попробовать украсть что-нибудь у члена гильдии.

freedom_logo.png

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#3
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yostake1

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Отправлено 04 января 2015 — 08:44

Но ведь фактически воры теперь не принимают меня. Как решить эту проблему?

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#4
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Black Angel

Отправлено 05 января 2015 — 08:44

Не могу вступить в гильдию воров, т.к. по незнанию не вступил в нее перед выполнением квеста «Кодовая книга». Пока искал ответы узнал, что являюсь союзником Камонна Тонг и теперь гильдия воров меня не примет. Возможно ли покинуть Камонна Тонг?

 

Консолька.  ;)

Как причислить себя к гильдии:

PCJoinFaction “Faction_ID” (заменить названием гильдии)

Гильдии Морровинда:

Mages Guild – Гильдия Магов
Ashlanders –Эшлендеры
Blades – Клинки
Camonna Tong – Камонна Тонг
Census and Excise – Канцелярия налогов и сборов
Clan Aundae – Клан Аунда
Clan Berne – Клан Берне
Clan Quarra – Клан Куарра
Fighters Guild – Гильдия Воинов
Hlaalu – Великий Дом Хлаалу
Imperial cult – Имперский культ
Imperial Knights – Рыцари империи
Imperial legion – Имперский легион
Morag Tong – Мораг Тонг
Redoran – Великий Дом Редоран
Sixth House – 6-ой дом
Talos Cult – Культ Талоса
Telvanni – Великий Дом Тельванни
Temple – Храм
Thieves Guild – Гильдия воров
Twin lamps – две лампы

© Есть ещё какой-то Nerevarine..непонятно зачем.     :haha:
Ранги в гильдиях:

PCRaiseRank “Faction_ID” (выделить себя находясь в консоли) Не злоупотреблять, можно отменить много квестов!

 Восстановиться в гильдии, если вас изгнали по разным причинам:

PCClearExpelled “Faction_ID” (выделить себя находясь в консоли) 

 “Faction_ID” — всегда заменять нужной гильдией.

  • frakcs13 это нравится

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#5
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yostake1

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Отправлено 05 января 2015 — 11:40

Я пробовал так сделать, но после ввода команды пишет это: Expression Error Unable to find faction…

Где-то читал, что при смене погоды консолью регион, в котором будет изменена погода, нужно писать на русском. Может быть, что название гильдии тоже вводится на русском?

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yostake1

yostake1

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Отправлено 05 января 2015 — 12:46

Получилось вступить консолью. Но! В ответе не верно указан id гильдии.

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Black Angel

Отправлено 05 января 2015 — 21:34

Получилось вступить консолью. Но! В ответе не верно указан id гильдии.

Напиши правильный тогда, поправлю. И там где спи взяла, тоже.   :)

P.S. За то, что направила на решение, мог лайкнуть. Вот!

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yostake1

yostake1

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Отправлено 06 января 2015 — 08:04

Вот праильный id — Thieves Guild

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frakcs13

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Отправлено 07 января 2021 — 15:53

 Консолька.  ;)

Спасибо 

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#911

Posted 03 August 2018 — 04:13 pm

In response to post #62371292. #62386652 is also a reply to the same post.

A genocide is more fun though

PS : Thanks for the update !

Edited by CreeperLava, 03 August 2018 — 04:14 pm.

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#912



calemcc

Posted 06 August 2018 — 02:03 am

Getting a crash on starting a new game due to this error: Expression Error Unable to find cell id «Yashazmus» in script TR_m1_GS_MQ_5_NoTeleport.

Tried searching my ESPs for Yashazmus and the script name but no luck. Unchecking Preview, Factions, and Travels don’t solve the issue, either.

I’m using the latest Tamriel Data ESM 6.1 HD.

EDIT: My issue was because of Inferno’s Island Revisited. These are known to be incompatible, but I had moved Inferno’s Island to make the two compatible and accidentally loaded the version prior to my personal edit.

Edited by calemcc, 06 August 2018 — 02:57 am.

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#913



NatiatorGame

Posted 06 August 2018 — 02:03 am

NatiatorGame

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Got this error message while loading:

‘Expression Error Unable to find faction id «T_Glb_ArchaeologicalSociety» in script TR_m3_ChunzefkGuard_SCP.’

Is there a fix for this?

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#914



WanderRA

Posted 06 August 2018 — 11:17 am

Please consider adding the following script to all of your escort quest NPC’s —

https://pastebin.com/9uizLLWG

This will speed up followers, and make them warp to you if they get stuck or lose their pathing.

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#915



IlanSmolders

Posted 06 August 2018 — 08:50 pm

I can’t patch the files needed. I put all of them in data files but I get the error that it needs to be placed in the current folder. It already is, any help please?

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#916



Iheartgiantrats

Posted 09 August 2018 — 03:22 am

Iheartgiantrats

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Hi, so I was using version 17.09 with hotfix 5 in conjunction with the latest PC and SHOTN. Today I updated everything to the latest 18.07 version with Tamriel Data v6.01. I removed everything from the previous install, installed the latest version, and made sure the archives were registered properly in my .ini file. I’ve installed both Tamriel Data v6.01, both bsa’s, and TR_Mainland. I’m now getting missing items warnings upon game load for SHOTN and PC. This was on a new game which I started for testing purposes. I’m a longtime mod user and know what I’m doing and I’m pretty sure everything is installed as it should be. I noticed on both the SHOTN and PC comments threads people were having this same issue with the last update v5.01 of Tamriel Data. If anyone from TR reads this, any help would be appreciated. Can we expect another hotfix soon? I can provide my «warnings» file and MW.ini if it would help.

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#917



CHAO508

Posted 10 August 2018 — 05:31 pm

CHAO508

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Hello, is it possible to start the game with the current version of the mod, and then continue to play without losing progress while updating to the newest versions (The ones that will come out). Thanks.

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#918



DrPodo

Posted 12 August 2018 — 01:05 pm

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The latest update is broken. Upon loading a save, it says all the ship stuff is missing, like saying the base object cannot be found for cloning or missing object for reference cell,

Edited by DrPodo, 12 August 2018 — 02:42 pm.

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#919



IlanSmolders

Posted 14 August 2018 — 03:57 pm

Hello. I ran into a problem where Tamriel Rebuilt crashed to desktop when trying to start a new game. This seems to be fixed at the moment. I now ran into a problem, however, where the game tells me I’m missing the following files: 

Unable to find script ‘EM_mumwalk2’ on object ‘1jw_me_1em_mom18’.

Unable to find script ‘EM_Kidsschedule2script’ on object ‘1jw_te_1em_bchild_101’.

Unable to find script ‘EM_Kidsschedule2script’ on object ‘1jw_te_1em_bchild_102’.

Item «1em_pl_oliveskirt1» not found on «1jw_me_1em_mom18».

Item «1em_roo_br_pap» not found on «1jw_me_1em_mom18».

Item «1em_com_shirt_02_hh» not found on «1jw_te_1em_bchild_101».

Item «1em_bearsh_02a1» not found on «1jw_te_1em_bchild_101».

Item «1em_BM_Nordic02_shirt» not found on «1jw_te_1em_bchild_102».

Item «1em_child_candy4» not found on «1jw_te_Ingokn».

Item «1em_BraveBosmer» not found on «1jw_te_Ingokn».

Item «1em_BraveBosmer2» not found on «1jw_te_Ingokn».

Item «TR_random_gold_ore» not found on «TR_cont_rock_gold_01».

Item «TR_random_gold_ore» not found on «TR_cont_rock_gold_02».

Item «TR_random_gold_ore» not found on «TR_cont_rock_gold_03».

Item «TR_random_gold_ore» not found on «TR_cont_rock_gold_04».

Item «TR_random_gold_ore» not found on «TR_cont_rock_gold_05».

Item «TR_random_gold_ore» not found on «TR_cont_rock_gold_06».

Item «TR_random_gold_ore» not found on «TR_cont_rock_gold_07».

Item «TR_random_iron_ore» not found on «TR_cont_rock_iron_01».

Item «TR_random_iron_ore» not found on «TR_cont_rock_iron_02».

Item «TR_random_iron_ore» not found on «TR_cont_rock_iron_03».

Item «TR_random_iron_ore» not found on «TR_cont_rock_iron_04».

Item «TR_random_iron_ore» not found on «TR_cont_rock_iron_05».

Item «TR_random_iron_ore» not found on «TR_cont_rock_iron_06».

Item «TR_random_blackrose» not found on «TR_f_blackrose01».

Item «TR_random_blackrose» not found on «TR_f_blackrose02».

Item «TR_random_hamum_root» not found on «TR_f_hamum_root_01».

Item «TR_Random_Bluefoot» not found on «TR_Flora_Bluefoot_01».

Item «TR_Random_Bluefoot» not found on «TR_Flora_Bluefoot_02».

Item «TR_Random_Bluefoot» not found on «TR_Flora_Bluefoot_03».

Item «TR_Random_Bluefoot» not found on «TR_Flora_Bluefoot_04».

Item «TR_random_fireflower» not found on «TR_flora_fireflower_01».

Item «TR_random_fireflower» not found on «TR_flora_fireflower_02».

Item «TR_random_fireflower» not found on «TR_flora_fireflower_03».

Any advice on this? I saw I needed some esp file called Solstheim Overhaul and I downloaded it, however, I still needed to use Wrye Mash, this hasn’t fixed the missing files problem though. Any help would be greatly appreciated

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#920



MattiasXCII

Posted 15 August 2018 — 12:09 am

MattiasXCII

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two days ago i updated my TR files, I went to explore old ebonheart everything went pretty smoothly with the first of three characters i have in this game. then when playing as my second character to the same location i noticed that none of the new features were working. i couldn’t go into the tallest towers again cause the doors did not lead anywhere. So i loaded up my first character and she had the same issues. I figured i had done something wrong in the downloading process of TR so I uninstalled TR hd and the TR data files and then reinstalled them I also got rid of the 2017 TR hot fit cause the new data files said they didn’t need it anymore. Old ebonheart is restored for my first character, however every time i try to play as my second character on any of his saves the game crashes at the initialize data phase. i need some advice on this on, the Bsa’s are all intact i’m not sure what else to do.

Edited by MattiasXCII, 15 August 2018 — 12:36 am.

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  1. Expression Error Unable to find faction «Mages» in script Dialogue CompileAndRun.

  2. ==>CompileAndRun Init problem was found in Topic «Viccia Hateria is missing»

  3. «So, you were able to find Viccia Hateria and help her continue her studies? Well done, %PCName. You are progressing promisingly.»

  4. Expression Error Unable to find faction «Imperial» in script Dialogue CompileAndRun.

  5. ==>CompileAndRun Init problem was found in Topic «Notes on Racial Phylogeny»

  6. «Excellent. I hope you didn’t have to go through too much trouble to get this… Here, take these potions as a reward. I don’t have any more tasks for you for now. Check with the others, if you want more work. Cantorius, in particular, might have something more interesting for you to do.»

  7. Expression Error Unable to find faction «Thieves» in script Dialogue CompileAndRun.

  8. ==>CompileAndRun Init problem was found in Topic «Angon’s Poisoneater Robe»

  9. «Excellent! I have no idea why the client wants this, but if he’s lucky it might render Beleth’s cookies edible. Here’s something you might find a use for.»

  10. Expression Error: SYNTAX in Dialogue CompileAndRun.

  11. Set expression returned an error.

  12. ==>CompileAndRun problem was found in Topic «unlock Shamirr’s bracers»

  13. «Shamirr is sorry to hear that, but %PCName did enough already. Farewell, %PCName. Shamirr has to find a way to his homeland even with his arms shackled.»

  14. Expression Error Unable to find faction «Mages» in script Dialogue CompileAndRun.

  15. ==>CompileAndRun Init problem was found in Topic «Ring of Ineptitude»

  16. «So, this is the Ring of Ineptitude? I had never thought to hold such an object in my hands. The Guild shall make great use out of the study of this ring’s enchantments. Thank you, %PCName. Here, take this amulet in return.»

  17. Expression Error: SYNTAX in Dialogue CompileAndRun.

  18. Set expression returned an error.

  19. ==>CompileAndRun problem was found in Topic «fight my champion»

  20. «That is correct. I have come to know you a bit, %PCName. I believe you can be of some use to me. But the plans I have will require someone of great strength or wit. Perhaps both. The time has come for you to prove this to me. You will return here tomorrow, and you will duel Karrod. If you are able to defeat him, we will discuss my plans for you.»

  21. Script Dialogue CompileAndRun

  22. Dialogue topic CO_Stock was not found on line 3.

  23. Compiled script not saved!

  24. ==>CompileAndRun problem was found in Topic «stock certificate»

  25. «Very well. Here you are.»

  26. Expression Error: SYNTAX in Dialogue CompileAndRun.

  27. Set expression returned an error.

  28. ==>CompileAndRun problem was found in Topic «selling off»

  29. «Here is one of my finest pack rats. He’ll follow you around, right behind you, wherever you go. AND he’ll carry small burdens for you. But take good care of him. Seems a shame to eat the poor little fellows, after all the trouble I have in capturing them and training them. But.. the customer is always right, and they’re yours to do with as you wish.»

  30. Expression Error: SYNTAX in Dialogue CompileAndRun.

  31. Set expression returned an error.

  32. ==>CompileAndRun problem was found in Topic «selling off»

  33. «Thanks, %PCRace. Here is your very own pack rat. He’ll follow you around, right behind you, wherever you go. AND he’ll carry small burdens for you. But take good care of him. They don’t grow on trees, you know.»

  34. Expression Error: SYNTAX in Dialogue CompileAndRun.

  35. Set expression returned an error.

  36. ==>CompileAndRun problem was found in Topic «selling off»

  37. «Here is one of my finest pet rats. He’ll follow you around, right behind you, wherever you go. But take good care of him. They’re hard to train, you know. Seems a shame to eat the poor little fellows, after all the trouble I have in capturing them and training them. But.. the customer is always right, and they’re yours to do with as you wish.»

  38. Expression Error: SYNTAX in Dialogue CompileAndRun.

  39. Set expression returned an error.

  40. ==>CompileAndRun problem was found in Topic «selling off»

  41. «Thanks, %PCRace. Here is your very own rat. He’ll follow you around, right behind you, wherever you go. Come back anytime if you need another or want a replacement!»

  42. Expression Error: SYNTAX in Dialogue CompileAndRun.

  43. Set expression returned an error.

  44. ==>CompileAndRun problem was found in Topic «selling off»

  45. «Here is one of my finest pet scribs. He’ll follow you around, right behind you, wherever you go. But take good care of him. They’re hard to train, you know. Seems a shame to eat the poor little fellows, after all the trouble I have in capturing them and training them. But.. the customer is always right, and they’re yours to do with as you wish.»

  46. Expression Error: SYNTAX in Dialogue CompileAndRun.

  47. Set expression returned an error.

  48. ==>CompileAndRun problem was found in Topic «selling off»

  49. «Thanks, %PCRace. Here is your very own scrib. He’ll follow you around, right behind you, wherever you go. Come back anytime if you need another or want a replacement!»

  50. Expression Error: SYNTAX in Dialogue CompileAndRun.

  51. Set expression returned an error.

  52. ==>CompileAndRun problem was found in Greeting «Greeting 1»

  53. «Shamirr understands. %PCName has helped enough. Shamirr thanks %PCName and will have to try to escape braced. Farewell, %PCName!»

  54. Script Error: EXPRESSION in Dialogue CompileAndRun

  55. Right eval

  56. ==>CompileAndRun problem was found in Greeting «Greeting 5»

  57. «Leka-these, n’hawe? Ana-se alosthe.»

  58. Expression Error: SYNTAX in Dialogue CompileAndRun.

  59. Set expression returned an error.

  60. ==>CompileAndRun problem was found in Topic «Shamirr»

  61. «You say you have killed Dras Varethi? That was quite bold of you, but it was not bright to leave the cat alone and unguarded. It is as good as gone. You will understand I cannot give you any reward for letting the slave escape, but you have dealt with the thieving Telvanni, and for that you still deserve half the gold.»

  62. Expression Error: SYNTAX in Dialogue CompileAndRun.

  63. Set expression returned an error.

  64. ==>CompileAndRun problem was found in Topic «Shamirr»

  65. «You say you have killed Dras Varethi? That was quite bold of you, but it was not bright to leave the cat alone and unguarded. It is as good as gone. You will understand I cannot give you any reward for letting the slave escape, but you have dealt with the thieving Telvanni, and for that you still deserve half the gold.»

  66. Expression Error: SYNTAX in Dialogue CompileAndRun.

  67. Set expression returned an error.

  68. ==>CompileAndRun problem was found in Topic «Shamirr»

  69. «Have you not brought the cat with you? Are you really so dim-witted? It is gone by now, thanks to your negligence, so do not expect any form of payment. To hell with it — we had to feed it and it barely gathered its daily stint of crop. Now we must deal with this conjurer who believes he can steal slaves from us wth impunity. Go! I have no need for you anymore.»

Содержание

  1. Вопросы по плагиностроению
  2. #161 Язoн
  3. #162 ZWolol
  4. #163 Zanaffar
  5. #164 Zanaffar
  6. #165 Zanaffar
  7. #166 Zanaffar
  8. #167 CemKey
  9. #168 Aligator
  10. #169 ZWolol
  11. #170 Aligator
  12. #171 Zanaffar
  13. #172 ZWolol
  14. #173 Aligator
  15. #174 Zanaffar
  16. #175 ZWolol
  17. #176 Zanaffar
  18. #177 ZWolol
  19. #178 Mixail267
  20. #179 DarkSTALKER
  21. #180 CemKey
  22. #181 DarkSTALKER
  23. Tamriel Rebuilt
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  26. General questions
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Вопросы по плагиностроению

#161 Язoн

Отправлено 25 августа 2009 — 05:49

Здесь задавать вопросы по плагиностроению для Морровинда.

Тема по Морровинду . Тема по Обливиону тут.

Некоторые скрипты можно взять здесь, но сначала прочитайте эту тему.

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#162 ZWolol

Отправлено 04 апреля 2019 — 15:44

Вспомнил, вроде в bsa-трибунала есть текстуры с английскими надписями меню.

Для этого их заменяли русскими файлами, но в bsa-бладмуна (с большей датой) они уже русские и они заменяют их.

#163 Zanaffar

Отправлено 04 апреля 2019 — 19:52

Возникла странная проблема. У меня перестали приниматься изменения в Data_Files.

Я ставлю чистую игру, сбрасываю туда нужные мэши и текстуры и никакого эффекта.

Можете подсказать что это может быть?

#164 Zanaffar

Отправлено 04 апреля 2019 — 20:30

Добавлю. Сплэши отображаются.

#165 Zanaffar

Отправлено 04 апреля 2019 — 21:18

Разобрался. Оказалось, что

«Если в папку положить файл с датой меньше чем у bsa-ахива, то он не заменит архивный.

Эта «ошибка» была исправлена позже (в новой dll в плаге GFM).»

Надо было поставить патч. Спасибо, что выслушали этот монолог.

#166 Zanaffar

Отправлено 21 апреля 2019 — 14:26

Возник вопрос. А чем отличаются модели существ с префиксом х и без оного?

#167 CemKey

Отправлено 22 апреля 2019 — 16:19

Возник вопрос. А чем отличаются модели существ с префиксом х и без оного?

Без Х модель с анимацией. С ХИмяФайла.nif модель без анимации. ХИмяфайла.kf анимация. В игре непосредственно используются файлы с префиксом Х (но это не точно). Почему так, фиг его знает.

#168 Aligator

Отправлено 07 мая 2019 — 06:57

Здравствуйте! Впервые в жизни попытался написать скрипт, но, увы(

В общем, я пытался сделать так, чтобы при выполнении задания моему персонажу добавлялась новая характеристика. Вот так это выглядит:

Почему-то не работает( кто-нибудь может подсказать, что нужно сделать?

#169 ZWolol

Отправлено 07 мая 2019 — 13:42

elseif ( GetJournalIndex, «HT_Archmagister» = 100 )

Set doOnce to 1
endif
end aa_my_script1

#170 Aligator

Отправлено 08 мая 2019 — 06:05

Спасибо, но все равно не хочет работать. Эх, по-старинке, через консоль придется)

#171 Zanaffar

Отправлено 08 мая 2019 — 08:44

Спасибо за ответ. Возник новый вопрос.

Но получаю восклицательный знак, который говорит, что у меня нет этого объекта. Но он ведь есть. Почему игра не видит эту миску, но прекрасно видит стандартную.

Миску рисовал не я. Эта миска из одного из плагинов.

Мне надо знать как это работает, иначе придётся проверять каждый добавленный предмет на отображаемость, что не реально.

#172 ZWolol

Отправлено 08 мая 2019 — 10:37

Спасибо, но все равно не хочет работать. Эх, по-старинке, через консоль придется)

Функция AddSpell добавит заклинание вызывающему объекту. Это означает следующее: обычные заклинания добавятся в список заклинаний игрока. Проклятья, болезни и т.д. будут наложены на вызывающий объект.

должна работать, но на счет расовых характеристик не уверен, добавь сначала стандартный спел.

а если ты хочешь наложить спел, то попробуй: Cast «my_spell» player

Спасибо за ответ. Возник новый вопрос.

Но получаю восклицательный знак, который говорит, что у меня нет этого объекта. Но он ведь есть. Почему игра не видит эту миску, но прекрасно видит стандартную.

Миску рисовал не я. Эта миска из одного из плагинов.

Мне надо знать как это работает, иначе придётся проверять каждый добавленный предмет на отображаемость, что не реально.

Эта миска из облы там другой формат моделей (20.0.0.5 а нужен 4.0.0.2).
игровой движок ее не видит, и игра может просто вылететь.

#173 Aligator

Отправлено 08 мая 2019 — 16:38

Большое спасибо! Все заработало, как надо)

#174 Zanaffar

Отправлено 08 мая 2019 — 17:04

А можно по модели как-то отличить одну от другой? Я на данный момент использую NifScope для просмотра моделей. Пытаюсь улучшить вид игры заменой моделей из игры на модели из различных реплейсеров. Получается несколько тысяч и каждую проверить в игре для меня не реально.

И может где можно почитать про эти форматы? Я в первые про них от вас прочитал. До этого думал, что морр все nif модели кушает.

#175 ZWolol

Отправлено 09 мая 2019 — 04:13

А можно по модели как-то отличить одну от другой? Я на данный момент использую NifScope для просмотра моделей. Пытаюсь улучшить вид игры заменой моделей из игры на модели из различных реплейсеров. Получается несколько тысяч и каждую проверить в игре для меня не реально.

И может где можно почитать про эти форматы? Я в первые про них от вас прочитал. До этого думал, что морр все nif модели кушает.

Не нужно брать модели для морки из плагов для облы и ская. У каждой игры свой не совместимый с другими формат.

Хотя для опенмв вроде писали, что есть поддержка nif формата облы, но я это не смотрел.

формат можно увидеть в нифскопе при открытии файла:

#176 Zanaffar

Отправлено 10 мая 2019 — 17:46

Эта миска мне попалась в плагине для морки. Сейчас я уже удалил этот плагин полностью, т.к. сколько там ещё таких «подарков», я не знаю. Но спасибо. Буду обращать внимание.

Я как раз делаю сборку под OpenMW и именно в ней появляются восклицательные знаки. Но хотя бы не крашится, как вы писали.

Было бы здорово, если бы они запили поддержку моделей из облы и ская. Думаю это многим развязало бы руки.

Сообщение отредактировал Zanaffar: 10 мая 2019 — 17:48

#177 ZWolol

Отправлено 10 мая 2019 — 18:23

я не работаю с опенмв, помню только, писали (давно это было) что будет поддержка фрмата облы (для того у них и свой редактор).

а реализовали или нет надо спрашивать на форуме для опенмв, может нужно включить что-то в настройках.

за бугром запрещено использовать ресурсы из других игр, так что могли и убрать эту возможность.

#178 Mixail267

Отправлено 21 июля 2019 — 22:16

Здравствуйте, глупый вопрос наверно, но в mwedit есть возможность удалить изменения террейна в плагине? И есть ли вообще какой-нибудь софт, способный это сделать?

#179 DarkSTALKER

Отправлено 28 сентября 2019 — 14:08

Здравствуйте уважаемые, надеюсь хоть вы мне поможете, собрал себе сборку Морровинда(на английском)(игра стала весить почти 12Гб), потом руссифицировал звук(отдельно), а вот после установки русификатора текста появляются кракозябры, если же полностью устанавливаю русификацию(после прогонки через WM) ошибок и лагов нет(кроме опять таки кракозябр), но и новую игру начать невозможно из за ошибок скрипов .

Expression Error Unable to find dialogue topic/journal «1000-drake pledge» in script T_ScTest_TopicsTR2.
Expression Error Unable to find dialogue topic/journal «S’Bakha» in script T_ScTest_TopicsTR3.
Expression Error Unable to find dialogue topic/journal «illusion spells» in script T_ScTest_TopicsTR4.
Expression Error Unable to find cell id «Red Mountain Region» in script TR_m3_OE_MGGemReward_sc.

Помогите пожалуйста советом и делом решить проблему с кракозябрами и скриптами. не хочется качать левую сборку собранную озабоченными и помешенными на Nude модах шкальниками

Нет такого понятия, как честный бой. В бою используют любое преимущество и любую возможность.
© Анджей Сапковский «Кровь Эльфов»

#180 CemKey

Отправлено 28 сентября 2019 — 20:21

Хочешь английскую — играй на английской. Хочешь русскую — ставь русскую от 1С.

#181 DarkSTALKER

Отправлено 29 сентября 2019 — 15:08

Хочешь английскую — играй на английской. Хочешь русскую — ставь русскую от 1С.

А вот сказать какие конкретно моды, чаще всего вызывают кракозябры не.

Нет такого понятия, как честный бой. В бою используют любое преимущество и любую возможность.
© Анджей Сапковский «Кровь Эльфов»

Источник

Tamriel Rebuilt

You are here

Frequently Asked Questions

  • General questions
    • Is Tamriel Rebuilt still being developed?
    • Is Tamriel Rebuilt part of Project Tamriel?
    • Is Tamriel Rebuilt an official mod?
    • Is Tamriel Rebuilt going to be a paid mod or part of a Creation Club?
    • What is the policy on donations?
    • What do all the different ESPs do?
    • Where did TR_Preview or TR_Travels go?
    • What is the policy on people making mods based on Tamriel Rebuilt?
    • Can I use some of the assets Tamriel Rebuilt uses in my mods?
    • I have an older version of Tamriel Rebuilt, can I update and keep my saves?
    • How do I get to the mainland?
  • Bugs and errors
    • Why am I seeing yellow exclamation marks everywhere?
    • Why am I getting «actor has no animation class» errors?
    • Why is my game crashing at character selection?
    • Why am I getting » Unable to find cell id ‘x Region’ errors?
    • I’ve updated Tamriel Rebuilt, why are NPCs doubled?
    • Why am I getting a haybale error?
    • Why am I getting errors referring to “map1” and “map 2”?
    • Why is my minimap cut off?
    • Where can I find Tamriel Data?
    • I need TR_Data, but it’s missing. Where can I find it?
    • I found a bug! What do I do with it?
  • Project goals
    • Does Tamriel Rebuilt add quests?
    • Does Tamriel Rebuilt have a main quest?
    • Does Tamriel Rebuilt edit Vvardenfell? What about Mournhold and Solstheim?
    • How does Tamriel Rebuilt affect factions?
    • What parts of Tamriel Rebuilt are finished?
    • When is Tamriel Rebuilt going to be complete?
    • Will any of the finished content be redone?
    • Will Tamriel Rebuilt become OpenMW exclusive?
    • Will Tamriel Rebuilt use MWSE-Lua features?
  • Lore
    • Is Tamriel Rebuilt lore friendly?
    • Why the hate against Elder Scrolls Online?
    • Will you add Bleakrock Isle?
    • Will Solstheim be moved?
    • Why is Old Ebonheart an Imperial city?
    • Where have the settlements from Arena gone?
    • How will Tamriel Rebuilt implement the Vvardenfell quarantine?
  • Compatibility
    • Is Tamriel Rebuilt compatible with OpenMW?
    • Is Tamriel Rebuilt compatible with Skyrim: Home of the Nords and Province: Cyrodiil?
    • Is Tamriel Rebuilt compatible with Skywind or Morroblivion?
    • Why is Tamriel Rebuilt incompatible with Morrowind Rebirth?
    • Is Tamriel Rebuilt compatible with [Mod]?
    • What is the the Filepatcher for?
    • What mods are recommended to use with Tamriel Rebuilt?

General questions

Q: Is Tamriel Rebuilt still being developed?
Absolutely! Even after all these years, the Tamriel Rebuilt community is very active! We mostly communicate through our Discord server, where we discuss current work, propose new ideas, and conduct semi-weekly meetings on Sundays. Our meeting notes are kept here.
That said, we can always use more hands on deck. The best way to start helping the project is to read through this page.
Of course, becoming a developer is not the only way to become active in the TR community. Even if you feel you have nothing to contribute to the project, please stop by the Discord and introduce yourself. It is a great way to participate, whether you want to join in our official meetings or just ask us questions or share your own ideas.

Q: Is Tamriel Rebuilt part of Project Tamriel?
No. Neither is Project Tamriel part of Tamriel Rebuilt.
Tamriel Rebuilt is a province mod focused on bringing the Morrowind mainland to TES III, and houses the small (dummy) province mod Eye of Argonia.
Project Tamriel [Project Tamriel] is an umbrella for several other province mods: Province: Cyrodiil, Skyrim: Home of the Nords, High Rock 427, Project: Hammerfell, and Elsweyr: Paradise Sugar can be found there.
We are sister projects, meaning that we share quite a few developers, a common asset base in Tamriel_Data, and lore and worldbuilding. Neither project is part of the other, however; we just cooperate in order to build a coherent game world.

Q: Is Tamriel Rebuilt an official mod?
No, Tamriel Rebuilt is not associated with Bethesda Softworks at all. The project exists because we like (making) mods.

Q: Is Tamriel Rebuilt going to be a paid mod or part of a Creation Club?
No. For both practical and philosophical reasons, Tamriel Rebuilt will be free forever.

Q: What is the policy on donations?
Being an effort of volunteers, our project has little use for donations. Consequently, Tamriel Rebuilt does not accept unsolicited donations and does not use crowdfunding platforms. We may host rare donation drives to pay for website hosting. This has been necessary only twice in our history so far. Any such donation drives will be announced on and organized through our website, not third-party platforms.
Any account actively soliciting donations on behalf of the Tamriel Rebuilt community on crowdsourcing platforms is not affiliated with us and likely a scam. The name of our community has previously been misappropriated to set up an unsuccessful scam on Patreon [PCGamer], and we encourage anyone to report any suspect activity to both us and the host platform.
Beyond that, feel free to contact individual modders to see if they have a Patreon, if you are determined to give someone money. Tamriel Rebuilt places no restrictions on the individual financial choices of its members, so long as it is made clear that any such donations benefit the individual and do not go to the community at large.

Q: What do all the different ESPs do?

  • TR_Mainland.esm — finished landmass, including fully playable quests and interiors.
  • TR_Factions.esp — integrates faction questlines and progression, contains additional Hortator and Nerevarine quests.
  • TR_Firemoth_vanilla_patch.esp — fixes a land shape conflict for users of the official Bethesda mod Siege at Firemoth.
  • TR_Preview.esp,TR_Travels.esp, TR_Travels_(Preview_and_Mainland).esp, and TR_OldTravels.esp — as of release 22.11, these are DUMMY files, containing no content. They are only meant to overwrite old, deprecated plugins for players that are upgrading from older versions of Tamriel Rebuilt, and who may otherwise see errors from inadvertently using the old plugins. You do not need to enable these plugins, and they will not be included in future Tamriel Rebuilt releases. (For why these plugins were deprecated, see below).

Q: Where did TR_Preview or TR_Travels go?
Tamriel Rebuilt used to package our unfinished, in-progress lands as the optional plugin TR_Preview – lands that do not contain most interiors, NPCs or any quests, and are hence not meant to be played, except for sightseeing. However, all too many players enabled this plugin without reading our readme and realizing this. Inadvertently, these preview lands were the first contact with TR to many players, and they left with the wrong feeling that TR was largely a contentless experience.
Furthermore, the bulk of the exterior lands present in TR_Preview were completed between 2010 and 2014. They have since diverged from our current quality standards and planning and will see substantial rework prior to being released. They also by now suffer from missing meshes and many other issues. Hence, TR_Preview is no longer representative of Tamriel Rebuilt’s future work.
For these reasons, the team has decided to desist from further releases of TR_Preview. If you still have an old version of TR_Preview.esp in you Data Files folder, you should disable it, as it will throw errors otherwise. However, our unfinished lands are still publicly available in the Release Files section of our website – ask for help on our Discord server if you can’t figure out how to use them.

Likewise, the optional TR_Travels (and all versions thereof) used to add travel links between Vvardenfell and TR by modifying vanilla service providers. We have now decided to instead offer travel by use of separate service providers, leaving the vanilla characters unmodified and thereby increasing mod compatibility. Furthermore, TR_Travels is now rolled into TR_Mainland, meaning you don’t need this plugin any more. If you still have an old version of TR_Travels in your Data Files folder, please disable it, as it will throw errors otherwise.

Q: What is TR’s policy on people making mods based on TR?
Go right ahead! Gameplay modifications, edits, putting houses, etc into our landmass, all is fair and great.
Please beware that TR_Mainland is undergoing revisions periodically and that TR_Preview will be deprecated with the next release. Contact us via Discord if you need some pointers on what to be aware of.

Q: Can I use some of the assets Tamriel Rebuilt uses in my mods?
In general: yes. If you use Tamriel_Data as a master, you are free to use anything in it in your mod.
If you do not want to do that, but prefer to extract and use individual assets instead, you will need to do some more legwork. First, you need to be aware that Tamriel_Data contains the assets of several different mod projects; depending on whether the assets you want to use are in TR_Data.bsa, Sky_Data.bsa, or PC_Data.bsa, the assets are subject to slightly different usage rights.
We include two documents shipping with Tamriel_Data in the Docs subdirectory: TamrielData_Credits.txt and TamrielData_Usage.txt, which outline required credits to third party modders and our policies in regards to asset extraction and use in other mods.

Q: I have an older version of Tamriel Rebuilt, can I update and keep my saves?
There may be errors and we offer no guarantees; the official position is that you should start a new character if you update the mod. If you will want to risk it, you can try to update your save with Wrye Mash after updating the mod.
Here is a download link and a guide for using it to update your save.
If the version you were using was from before Tamriel_Data, see this question. However, note that the amount of potential incompatibilities will increase the older your version was.

Q: How do I get to the mainland?
You can travel to the mainland from Vvardenfell using new travel NPCs added by Tamriel Rebuilt. Generally, they are found close to vanilla travel NPCs for the corresponding settlements:

  • Anedhil (TR_m0_Anedhil) in Sadrith Mora
  • Domiah (TR_m0_Domiah) in Ebonheart
  • Gindrala Nethri (TR_m0_Gindrala Nethri) at Vivec Docks
  • Ohmonir (TR_m0_Ohmonir) in Vivec Mages Guild
  • Ysmund (TR_m0_Ysmund) in Dagon Fel

Bugs and errors

Q: Why am I seeing yellow exclamation marks everywhere?
Q: Why am I getting «actor has no animation class» errors?
Q: Why is my game crashing at character selection?
You are having problems with BSA registration. Please see »here« for a detailed response.

Q: Why am I getting «Unable to find cell id ‘x Region’ errors?
If you are getting «Unable to find cell id «Mournhold Region»» errors, Tamriel_Data.esm was placed above Tribunal.esm, which is the wrong order.
The only correct order for your esms are: Morrowind, Tribunal, Bloodmoon, Tamriel_Data, TR_Mainland.
If you are getting «Unable to find cell id «Red Mountain Region»» errors, you might be using a foreign-language version of Morrowind (presumably the Russian one). Until a Russian translation has been made, you will need to go into the Construction set and fix these problems yourself.
Find out more »here«.

Q: I’ve updated Tamriel Rebuilt, why are NPCs doubled?
While it is often possible to update to a newer version of Tamriel Rebuilt, you need to update your save with Wrye Mash.
Here is a download link and a guide for using it to update your save.

Q: Why am I getting a haybale error?
The full error is «Expression Error Unable to find cell id «Ebon Tower» in script TR_m3_oe_act_haybale_script» and is the result of one of the other mods in your modlist overriding Tamriel Rebuilt’s cells. The haybale script requires a cell named «Ebon Tower» and that cell no longer has that name.
The only mod currently known to do this is BTB — Game Settings, which edits every single cell of vanilla Morrowind so that the player cannot sleep there. Manually cleaning that cell via CS or other tools will prevent this error.

Q: Why am I getting errors referring to “map1” and “map 2”?
Either your saved game or your mods used a very old version of Tamriel Rebuilt from before the release of Sacred East in 2012 and the switch from Map1.esm and Map2.esm to TR_Mainland.esm.
While you can fix this by running the filepatcher included in the Tamriel_Data download, updating the masterfile dependencies with Wrye Mash [The Assimilation Lab], or creating dummy ESMs with the same names, and then patching it (see above), we strongly recommend you start a new game to play Tamriel Rebuilt and look for new versions of your mods.

Q: Why is my minimap cut off?
The Morrowind minimap has a hardcoded size limit that cannot be changed by mods.
You will either need to use the Morrowind Code Patch [Nexus Mods], which has an optional «extended map» change that doubles the space the minimap can cover, or you need to switch to OpenMW [OpenMW], which has no hardcoded minimap limit.

Q: Where can I find Tamriel_Data?
Tamriel Data is the asset repository and master file of Tamriel Rebuilt and the Project Tamriel mods. It is vitally required and all of our downloads have notifications on where to find it.
Links are available in our download section.

Q: I need TR_Data, but it’s missing. Where can I find it?
Tamriel Data is current the asset repository and master file of Tamriel Rebuilt and the Project Tamriel mods.
TR_Data.esm is the old asset repository and master file of Tamriel Rebuilt, its Project Tamriel counterparts were PC_Data.esm and Sky_Data.esm; all three of them were replaced by Tamriel_Data.esm in 2016. While TR_Data can still be found it bundled in old versions of Tamriel Rebuilt, you should not need it anymore.
There are several scenarios where you will encounter messages telling you that TR_Data is required. All of them are wrong. You can find out more »here«.

Q: I found a bug! What do I do with it?
Report it in the Bugtracker. Give us as much information as you can, such as a screenshot, coordinates, error log, etc.

Project goals

Q: Does Tamriel Rebuilt add quests?
Absolutely! TR_Mainland adds hundreds of miscellaneous and faction quests, and the number will only increase with time.
For more information, please see a detailed response »here«.

Q: Does Tamriel Rebuilt have a main quest?
No. The only main quests in Vvardenfell and the mainland are going to be the Nerevarine’s journey to Red Mountain and the following conflict with Helseth.
Tamriel Rebuilt’s «main quests» will be the Great House questlines, with each of them aiming to be equal in scope to the Nerevarine’s journey. We plan on adding an optional epilogue to that same journey, but it is not going to be our main quest.

Q: Does Tamriel Rebuilt edit Vvardenfell? What about Mournhold and Solstheim?
Yes, and we have been for a while, but not to any extent that most people would notice: TR_Mainland changes landscaping data on Inner Sea ocean cells and changes some cells’ region data. As of version 22.11, it also includes new travel NPCs in Seyda Neen, Vivec, Dagon Fel, Sadrith Mora, and Ebonheart.
More intensive changes to the vanilla game are contained TR_Factions, with changes to faction progression and the late-game questline. Find out more »here«.
Almalexia will eventually replace Mournhold totally, with the Mournhold cells simply being disconnected from the game world. Find out more about these plans »here«.
There are no plans to edit Solstheim.

Q: How does Tamriel Rebuilt affect factions?
Tamriel Rebuilt adds quests to existing factions, but keeps Vvardenfell isolated from the mainland. TR_Factions changes the faction progression, adds Hortator and Nerevarine quests and will change the endgame questlines.
Find out more about these plans »here«.

Q: What parts of Tamriel Rebuilt are finished?
The finished content of Tamriel Rebuilt is contained in TR_Mainland, constituting roughly half of the Morrowind mainland, fully interiorised, NPC’d, and quest-filled. The finished parts include the Telvanni peninsula, most Indoril lands in the province’s heart, and contested areas just to Vvardenfell’s south – the regions of Aanthirin, Roth Roryn, Armun Ashlands, and Velothi Mountains.
The rest of the mainland is in various states of completion. Most of our current focus is concentrated on the southwest of the province, in lands controlled by House Hlaalu. Next in line will be either Redoran lands to the northwest, which were previously worked on in the early 2010s, or Dres lands in the southeast.
For more details, check the detailed response »here« and the Progress Report.

Q: When is Tamriel Rebuilt going to be complete?
Good question! The joke answer is 2090 and the optimistic answer is 2035.
However, «it will be done when it’s done» is unfortunately the only true answer: attention and contributions to Tamriel Rebuilt vary, developers come and go, and plans change. All of these factors make it pretty hard if not impossible to predict when Tamriel Rebuilt will be officially «complete».

Q: Will any of the finished content be redone?
The first three releases, which roughly encompass Telvannis, the Sacred Lands around Necrom, and the east around Akamora and Bosmora, will be redone in the future. Both landscaping, questlines, and dialogue need an overhaul to put them in line with the new standards we have developed.
The first part of this rework, the area around the cities of Firewatch and Helnim, and the island of Althoa, was included in 2022’s *Embers of Empire*. The next overhaul is in progress, targeting the Sundered Scar region. Other areas will likely wait a while before any major overhauls are undertaken.

Q: Will Tamriel Rebuilt become OpenMW-exclusive?
Possibly, but not anytime soon.
Several possible scenarios exist when such a move would be seriously considered:

  1. The file size of our mod becomes too large for the Morrowind executable to handle, when even splitting it into several files no longer works,
  2. OpenMW becomes the overwhelming standard engine to play Morrowind in,
  3. OpenMW (and the mod ecosystem around it) reaches features parity with MWSE-Lua and adds additional killer features (such as per-cell water levels in exteriors).

Q: Will Tamriel Rebuilt use MWSE-Lua features?
Yes, starting in release 22.11, we have included optional features requiring MWSE-Lua, currently including new spell effects. However, this does not mean that Tamriel Rebuilt is exclusive to MWSE. Instead, we currently provide seamless fallbacks for the vanilla Morrowind engine and OpenMW. Once OpenMW supports the needed functionality, we will port all of our MWSE-Lua additions to OpenMW.

We strive for Tamriel Rebuilt to be usable by the vast majority of players, making it dependant on MWSE-Lua (or, in turn, OpenMW) at a point when this would lock out a considerable amount of players is not a goal we strive towards.

Q; Is Tamriel Rebuilt lore friendly?
Q: Why the hate against Elder Scrolls Online?

Opinions vary. For most new players, Tamriel Rebuilt is not considered to be lore friendly anymore, sometimes even aggressively hostile to new lore.
Generally, we consider Tamriel Rebuilt’s game world to be friendly to the lore of TES III, the First Pocket Guide to the Empire, Redguard and Battlespire first and foremost.
Later changes and additions to the lore were made when Tamriel Rebuilt had already been in development for years, making it necessary to pick and choose which lore bits we include in our version of Tamriel even when the only new lore was contained in TES IV: Oblivion. With a consistent game world as one of our main goals, a lot of new lore simply doesn’t fit.
Find out more about our lore policy »here«.

Q: Will you add Bleakrock Isle?
Tamriel Rebuilt is not going to explain the absence of, include, or allude to Bleakrock Isle. In fact, there are plans to add other, unrelated islands in the place where Bleakrock would be.
If any mod creator desires to make a Bleakrock Isle mod, they are welcome to do so. It is beyond our scope.

Q; Will Solstheim be moved?
No edits to Solstheim will be part of Tamriel Rebuilt, as we are focused on the Morrowind mainland.
One of our Lead Developers created Anthology Solstheim [Nexus Mods] and Solstheim — Tomb of the Snow Prince [Nexus Mods], which move Solstheim to where he feels they should be. These are currently the only mods moving the island we are aware of.
If any other mod creator wants to move Solstheim, they are welcome to do so. It is beyond our scope.

Q: Why is Old Ebonheart an Imperial City?
Ebonheart was depicted on the mainland in TES I: Arena and said to be a rival city to Mournhold-Almalexia. Morrowind moved Ebonheart to Vvardenfell and made it Imperial. While it was inconsistently referred to as «Castle Ebonheart» in dialogue, the placement and name made it necessary to compromise when adding an «Ebonheart» settlement on the mainland. An Imperial settlement of «Old» Ebonheart with the backstory of the old Dunmer settlement of The Real Barenziah having been burned down after the Armistice.
For a more detailed response see »here«.

Q: Where have the settlements from Arena gone?
The Arena settlements have gone through several name changes, some as far back as Morrowind itself (Stoneforest -> Balmora). We include more or less all of the settlements which were depicted on the Arena province map, although some have been renamed into something vastly different.
For a more detailed response see »here«.

Q: How will Tamriel Rebuilt implement the Vvardenfell quarantine?
Not at all!
The Vvardenfell quarantine is a staple of Morrowind Lore that Tamriel Rebuilt helped introduce, and consequentially buried when it turned out that TES III dialogue does not actually support it.
A lot of NPCs move from Vvardenfell to the mainland as consequences of their quests, such as Vodunius Nuccius [UESP] who plans to travel to Narsis, Tashpi Ashibael [UESP] who escapes from Maar Gan to the mainland, and Caius Cosades [UESP] who departs Vvardenfell to travel to the Imperial City. What is actually blocked off with the excuse of a quarantine is travel from Vvardenfell to Mournhold. The player sneaking in with the help of sympathetic NPCs is a plot point in the Tribunal expansion, but it talks about Mournhold isolating itself.
In the end, we decided to officially abandon the pretence of a quarantine in 2015, around the same time we added official travel links between Vvardenfell and the mainland. A lore justification which ties into the assassinations carried out by the Sixth House and Balmora tax revolts can be found in «The Eastern Quarantine» [UESP], a book so recently written that very few instances will be found in-game.

Compatibility

Q: Is Tamriel Rebuilt compatible with OpenMW?
Yes, the odd bug notwithstanding.
OpenMW is as much in development as Tamriel Rebuilt and bugs can and will happen. You can find OpenMW’s stance »here« [OpenMW] and notes about compatibility »here« [OpenMW].

Q: Is Tamriel Rebuilt compatible with Skyrim: Home of the Nords and Province: Cyrodiil?
Absolutely, starting with our common asset base (Tamriel_Data).
All of the province mods which are part of Tamriel Rebuilt and Project Tamriel have the aim to create a seamless, fitting gameworld. There are currently some rough edges (lore and landscape), but they will be smoothed out in time. Our goal is to make it possible to travel across a consistent and interconnected Tamriel.

Q: Is Tamriel Rebuilt compatible with Skywind or Morroblivion?
This cannot be answered with either yes or no, because the question itself is wrong.
Both Skywind and Morroblivion are mods made for later games in the Elder Scrolls franchise, TES IV: Oblivion and TES V: Skyrim (Special Edition), respectively. To make Tamriel Rebuilt (a TES III: Morrowind mod) «compatible» with either would mean porting our content (assets, landscaping, dialogue and quests) to the games these two mods were built upon.
For Skywind, this seems out of the question due to time and work constrains. As of 2022, and 10 years of development, it still hasn’t had a public release of any kind. It can be assumed that the project is still busy porting the content from the Morrowind base game and will only be able to start work on converting Tamriel Rebuilt after this is done, assuming this is something the developers are even interested in.
The same holds true for Morroblivion; however, there was an effort to port Tamriel Rebuilt’s cells over to it. Find out more »here« [Internet Archive].

Q: Why is Tamriel Rebuilt incompatible with Morrowind Rebirth?
Morrowind Rebirth [Nexus Mods] is said to be incompatible with Tamriel Rebuilt due to some overlapping landscaping edits, balance changes which make Tamriel Rebuilt content overpowered, and model replacements that reduce navigability in our mod.
Neither of these are game-breaking and we do not currently consider Morrowind Rebirth technically incompatible. Trancemaster’s recommendation to not use Tamriel Rebuilt and Morrowind Rebirth together is just that: a recommendation. Both mods can run in tandem, but not without the stated problems or a patch. Fortunately, such a patch is available »here« [Nexus Mods].

Q: Is Tamriel Rebuilt compatible with [Mod]?
We cannot guarantee compatibility with landmasses that conflict with ours, but generally speaking most mods that edit content on Vvardenfell should not have much of an impact on Tamriel Rebuilt as of yet. Many popular content mods have compatibility addons for Tamriel Rebuilt. Texture replacers (such as those included in the popular MGSO compilation) will not conflict with Tamriel Rebuilt, but may not cover custom assets provided by the project. Mesh replacers (particular On the Rocks, also included in the MGSO compilation, or Morrowind Rebirth) are incompatible in the sense that their changed models make parts of Tamriel Rebuilt hard to navigate or — as with On the Rocks — block some cavern doors. See more on our incompatible mods »here«.
Morrowind Code Patch and Patch for Purists are not only compatible, but strongly recommended. See more on our recommended mods »here«.

Q: What is the the Filepatcher for?
The Filepatcher, a java tool shipped with the Tamriel_Data archive, does two things to ESPs, and two things only:

  1. Changes the master files, «TR_Data.esm» is changed to «Tamriel_Data.esm», «Map1.esm» and «Map2.esm» are changed to «TR_Mainland.esm».
  2. It reads the translation.txt (which needs to be placed in the same folder the .jar itself is in), a list of old and new IDs, and replaces the old IDs in the ESP with the new ones. You will need to recompile your scripts afterwards.

Q: What mods are recommended to use with Tamriel Rebuilt?
An incomplete list of recommendations is available »here«.

Источник


Post » Fri May 13, 2011 9:11 pm

Here is a preview of the customization program.
http://img442.imageshack.us/img442/2461/mgsooptions.jpg
You can switch different mods for personal tastes.
An HTML guide will be included, with some descriptions and screens. This little program also auto-activates esps and auto-runs MGE if Distantland creation is required.
Thanks to Yoae for the help :)

This is AMAZING! :D

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Wane Peters
 
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Joined: Tue Jul 31, 2007 9:34 pm

Post » Fri May 13, 2011 10:31 am

Here is a preview of the customization program.
http://img442.imageshack.us/img442/2461/mgsooptions.jpg
You can switch different mods for personal tastes.
An HTML guide will be included, with some descriptions and screens. This little program also auto-activates esps and auto-runs MGE if Distantland creation is required.
Thanks to Yoae for the help :)

Sweet.

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Sara Johanna Scenariste
 
Posts: 3381
Joined: Tue Mar 13, 2007 8:24 pm

Post » Sat May 14, 2011 1:37 am

Here is a preview of the customization program.
http://img442.imageshack.us/img442/2461/mgsooptions.jpg
You can switch different mods for personal tastes.
An HTML guide will be included, with some descriptions and screens. This little program also auto-activates esps and auto-runs MGE if Distantland creation is required.
Thanks to Yoae for the help :)

That looks great! Can’t wait for the final product!

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Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Fri May 13, 2011 8:05 pm

Any ideas what would cause most male characters to have this problem (some females have it too):

View post on imgur.com

Reinstalled Better Bodies and Better Clothes and it worked fine.

edit:

One other jarring problem I’m having — trees will «pop in» when I look around — almost like they are not loaded until I look at their direction.

1 — http://i.imgur.com/LYMh3.jpg
2- Moved the camera to the left a little bit and — http://i.imgur.com/aB5f7.jpg

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Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Fri May 13, 2011 10:37 pm

I’m getting a strange error after installing this mod. Here it is straight from the warnings file:

Expression Error Unable to find faction «olag Mar, Temple8?
8?MI_AC_Locations4<8″ in script MI_AC_Create_Data_S.
Expression Error Unable to find dialogue id «scount, it is %d < s» in script MI_BH_CrimeDiscount_S.

This error causes a CTD. Does anyone know who’s tag «MI_» is?

In response to above, I get the «tree problem» too, the issue happens at higher FOV and/or resolution (can’t remember which). :shrug:

—EDIT: Nevermind, I figured it out.

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Dezzeh
 
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Joined: Sat Jun 16, 2007 2:49 am

Post » Fri May 13, 2011 8:09 pm

I’m seriously considering buying Morrowind GOTY again (lost my previous copy) for this Overhaul. Any idea of when the official release will be out?

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Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Sat May 14, 2011 12:41 am

I’m fixing some minor errors in the option program just now :D
I think that tomorrow morning (italian time) it will be up for download ;)

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Ally Chimienti
 
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Post » Fri May 13, 2011 11:12 pm

I’m fixing some minor errors in the option program just now :D
I think that tomorrow morning (italian time) it will be up for download ;)

We are going to finish this afternoon (now). :)

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Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Fri May 13, 2011 11:01 am

after downloading your mod i tried istalling it but at the end of the install it said the file programflow.txt not found. sry not sure if that is the correct spelling of file. im sure someone will reply thx. maybe i need to download it again.

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Alada Vaginah
 
Posts: 3368
Joined: Sun Jun 25, 2006 8:31 pm

Post » Sat May 14, 2011 1:06 am

after downloading your mod i tried istalling it but at the end of the install it said the file programflow.txt not found. sry not sure if that is the correct spelling of file. im sure someone will reply thx. maybe i need to download it again.

You didn’t use this installer: http://www.4shared.com/file/6XM0D4xa/fidexinstaller.html
Also wait the final release (ETA: 1-2 days), it’s so much better :)

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Benjamin Holz
 
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Joined: Fri Oct 19, 2007 9:34 pm

Post » Fri May 13, 2011 10:45 am

wait, what the hell? whe’re finishing today, no matter what! :P

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Samantha Pattison
 
Posts: 3407
Joined: Sat Oct 28, 2006 8:19 pm

Post » Fri May 13, 2011 9:38 pm

We are going to finish this afternoon (now). :)

Setting up my morrow PC today as well then.. Can’t wait to try this :celebration: !!!

Thanks in advance!

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matt
 
Posts: 3267
Joined: Wed May 30, 2007 10:17 am

Post » Fri May 13, 2011 7:44 pm

wait, what the hell? whe’re finishing today, no matter what! :P

Yes but you know… my connection svcks. :P
Upload time: ~ 8 hours :whistling:

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Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Sat May 14, 2011 1:21 am

http://www.youtube.com/watch?v=p2gYCsC-Gxk&feature=player_embedded

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Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Fri May 13, 2011 5:07 pm

I’ve only watched the first half of the video, but it looks incredibly dark there. I’m not sure that’ll be a good first impression. It’s probably not as dark in-game, is it?

Anyway, once this is released and I’ve found the time to test this myself, I’ll undoubtedly make a news-post on the site I write for.

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WTW
 
Posts: 3313
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Post » Fri May 13, 2011 3:23 pm

I’ve only watched the first half of the video, but it looks incredibly dark there. I’m not sure that’ll be a good first impression. It’s probably not as dark in-game, is it?

Anyway, once this is released and I’ve found the time to test this myself, I’ll undoubtedly make a news-post on the site I write for.

Yes you are right.
I don’t know why but screens/videos made by nick are a bit dark.
My in-game looks a lot brighter than nick’s.

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le GraiN
 
Posts: 3436
Joined: Thu Mar 22, 2007 6:48 pm

Post » Fri May 13, 2011 3:26 pm

hey everyone listen, can you use your items in your bag or select spells because i cant touch anything. i can only look at it. if anyone has a bright idea let me know. thanks

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LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Fri May 13, 2011 8:55 pm

Thanks for the effort, a lot of mods on the list I did not know about.

There are some visual and sound mods missing from your list I personally like to use. Maybe you can find the time to take a look at them and include them.

Voice addons for Dagoth Ur, dagoth gares, Almalexia, Vivec and barilzar (all found on PES, just search for voice addon)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2230

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3466

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4937 (this is the underwear version, there is a nvde version as well)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=248453&id=6737 a fine alternative to vurt’s

Schwaa’s Scroll update v1.1. It can be found on elric mw, I currently cannot access that site. Be sure to get 1.1, not 1.0 from PES, 1.0 has some missing meshes causing the game to crash.

Guide to replacer by stalker, also on elric mw (currently down)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2332 Nice alternative book textures.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3060

[edit]Why is herbalism for purists no longer included? I think it is the most basic MW addon.

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XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Post » Sat May 14, 2011 3:08 am

hey everyone listen, can you use your items in your bag or select spells because i cant touch anything. i can only look at it. if anyone has a bright idea let me know. thanks

Hey, what version (language) is your Morrowind?

Thanks for the effort, a lot of mods on the list I did not know about.

There are some visual and sound mods missing from your list I personally like to use. Maybe you can find the time to take a look at them and include them.

Voice addons for Dagoth Ur, dagoth gares, Almalexia, Vivec and barilzar (all found on PES, just search for voice addon)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2230

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3466

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4937 (this is the underwear version, there is a nvde version as well)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=248453&id=6737 a fine alternative to vurt’s

Schwaa’s Scroll update v1.1. It can be found on elric mw, I currently cannot access that site. Be sure to get 1.1, not 1.0 from PES, 1.0 has some missing meshes causing the game to crash.

Guide to replacer by stalker, also on elric mw (currently down)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2332 Nice alternative book textures.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3060

[edit]Why is herbalism for purists no longer included? I think it is the most basic MW addon.

Hey,

1) Book Jackets covers this!

2) I will try it ;)

3) It’s included (but not in the old credit list), the downloadable version of Modlist_Credits is old now.

4) I think I will keep the Vurt’s one

5) Not necessary

6) ?

7) Book Jackets is still better

8) Yeah! Thanks, I forgot it!

9) Replaced by Graphic Erbalism

Thanks for your suggestions.

EDIT: The voices are included. Apparently I missed them in the credit list. Thanks!

User avatar
sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm

Post » Fri May 13, 2011 9:06 pm

Thanks, I did not know book jackets is all I need, I thought it only covered closed books :)

2) I go with the minimal folder

5) what mod covers it?

6) the mod is named «guide to replacer» it replaces the guides with readable versions.

9) Nice, did not know about it (I am using herbalism for purists atm), what is the difference? is there a patch for expanded sounds around?

I got some more suggestions:

http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=712

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4121

Both not purely replacers but aesthetic ones none the less :)

Two small questions I thought about:

Did you cover the default blood textures in your compilation?

Does Spell Fx replace the bolts or just the impacts? Because there are nice frostbolt, firebolt and illusionbolts around :)

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Julie Serebrekoff
 
Posts: 3359
Joined: Sun Dec 24, 2006 4:41 am

Post » Fri May 13, 2011 2:46 pm

I really like the idea of this, and I’ll offer my help. I just setup my Morrowind through this guide: http://knotstheinane.blogspot.com/p/morrowind-modding-guide.html, with modifications he talks about in this: http://knotstheinane.blogspot.com/2011/01/special-notes-on-mge-xe.html.

Now I made a clean installation of your Overhaul, and while its great, I do think this guy is lightyears ahead. I have added some screenshots

http://img827.imageshack.us/f/morrowind20110125033633.jpg/
http://img51.imageshack.us/f/morrowind20110125033639.jpg/
http://img196.imageshack.us/f/morrowind20110125033641.jpg/
http://img402.imageshack.us/f/morrowind20110125033645.jpg/

I really think you should consider add this guys work into your overhaul. Might be a little neppy to «steal» another guys work, but I think it would send your Overhaul project in the right direction (not that isn’t currently)

Other then that, great job man, and keep it up :)

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Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Fri May 13, 2011 11:47 am

I’m having trouble getting this installed properly.

After the step where I open the TESTool.exe and «Merge Objects for active plugins,» I then open the launcher and go into data files but I have no «Merged_Objects.esp» mod to select.

Here is a portion of my TESTool log file:

Merging TES objects for all active plugins

; For each merged object you will find field values from original plugins
; and result fields. Please study them carefully and apply changes as needed.
; Also, please not that it might be impossible to load Merged_Objects.esp into
; the TES Construction Set due to missing references — use Morrowind Enhanced
; Editor (search for links on official forums) instead. It is possible however,
; to load all merged plugins AND Merged_Objects.esp into TESCS in order to combine
; them.
;
; Some merged objects will contain comment about lost information. This can happen due to
; two or more plugins modifying same property of the object (e.g., script name). In such
; cases information from the plugin with last date is used and comment is generated.

BODY b_n_argonian_f_ankle
> Morrowind.esm
MODL bB_N_Argonian_F_Ankle.nif
FNAM Argonian
BYDT Part=10, vamp=0, flags=1, Type=0
> Slof’s Better Beasts a.esp
MODL ASas_bb_arg_f_bod.nif
FNAM Argonian
BYDT Part=10, vamp=0, flags=1, Type=0
> Slof’s Better Beasts b.esp
MODL ASas_bb_argrep_f_bod.nif
FNAM Argonian
BYDT Part=10, vamp=0, flags=1, Type=0
> Slof’s Civilised Beasts.esp
MODL ASas_bb_arg_f_bod.nif
FNAM Argonian
BYDT Part=10, vamp=0, flags=1, Type=0
—————————-
Some information has been lost during merging due to a conflict
Result discarded due to being identical to the last loaded object

I’m new to modding Morrowind so maybe I screwed up the first few steps involving the install of «Better Beasts?»

I’ll try restarting the entire process tomorrow but if anyone could confirm my issue I would appreciate it.

User avatar
Deon Knight
 
Posts: 3363
Joined: Thu Sep 13, 2007 1:44 am

Post » Sat May 14, 2011 12:08 am

I really like the idea of this, and I’ll offer my help. I just setup my Morrowind through this guide: http://knotstheinane.blogspot.com/p/morrowind-modding-guide.html, with modifications he talks about in this: http://knotstheinane.blogspot.com/2011/01/special-notes-on-mge-xe.html.

Now I made a clean installation of your Overhaul, and while its great, I do think this guy is lightyears ahead. I have added some screenshots

http://img827.imageshack.us/f/morrowind20110125033633.jpg/
http://img51.imageshack.us/f/morrowind20110125033639.jpg/
http://img196.imageshack.us/f/morrowind20110125033641.jpg/
http://img402.imageshack.us/f/morrowind20110125033645.jpg/

I really think you should consider add this guys work into your overhaul. Might be a little neppy to «steal» another guys work, but I think it would send your Overhaul project in the right direction (not that isn’t currently)

Other then that, great job man, and keep it up :)

Are you saying it’s better because there are more trees?
in the final release you can activate vality’s forested bittercoast and balmora mods whith the Morrowind Sounds and Graphics Overhaul Options :D

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Dan Wright
 
Posts: 3308
Joined: Mon Jul 16, 2007 8:40 am

Post » Fri May 13, 2011 10:08 pm

not to mention that we’re waiting for a more stable and complete version of MGE XE, for the shadows :D

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Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am


Return to III — Morrowind

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