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Tags for this mod
- Companions/Followers
- Lore-Friendly
- Fair and balanced
- English
- Models/Meshes
- Textures
- Guilds / Factions
- New Lands
- Quests
- Armour & Shields
- Books
- Clothing - Female Only
- Clothing - Male Only
- Creatures
- Locations - Buildings
- Locations - Caverns
- Locations - Dungeons
- Locations - World Map
- Magic - Spells
- NPC Trainers
- NPC Vendors
- NPCs
- Foliage (Plants)
- Weapons
- DLC: Bloodmoon
- DLC: Tribunal
- Tamriel_Data
- OpenMW
Current section
About this mod
Tamriel Rebuilt is a fan project working to build the mainland of Morrowind Province in The Elder Scrolls III: Morrowind, while preserving the original game’s creative vision and direction.
- Requirements
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DLC requirements
DLC name Bloodmoon Tribunal Nexus requirements
Mod name Notes Tamriel_Data Mods requiring this file
- Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
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Translations
- Russian
- Polish
- Mandarin
- Italian
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Translations available on the Nexus
Language Name Russian Author:tamrielrus Tamriel Rebuilt and Data RU 24.12 Polish Author:Miamian Tamriel Rebuilt PL Italian Author:ngc2008 Tamriel Rebuilt Ita Mandarin Author:Pack Rat EN-CN Team Tamriel Rebuilt-Chs Russian Author:Tamriel Translators Guild Tamriel Rebuilt RU - Changelogs
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Version 24.12
- Release 24.12, “Firemoth Rekindled,” is intended to be played with Tamriel_Data v11.0 or later.
- This is a major content release. Additional content has been added to TR_Mainland.
- Starting from this release, TR_Mainland includes an overhauled version of the vanilla Siege at Firemoth add-on. By default, the mod is incompatible with the vanilla plugin or third-party mods that edit its content. Tamriel Rebuilt provides an optional plugin TR_Firemoth_Vanilla_Patch.esp that restores the original version added by Bethesda. Load order is Siege at Firemoth.esp -> TR_Firemoth_Vanilla_Patch.esp. Third-party mods will require separate compatibility patches.
- Starting from this release, Tamriel Rebuilt and Project Tamriel introduce unified cross-project integration variables added to Tamriel_Data. Extra content may be enabled in Tamriel Rebuilt if other province mods are installed.
- TR_Mainland
- Exteriors
- Added the revamped Firemoth archipelago with a ruined Imperial Legion fort and an Imperial Navy keep in the Inner Sea
- Overhauled the Althoa Isle and surrounding area to improve the landscape and use unique purple rocks
- Overhauled the seafloor in northern Telvanni territory and added several Dreugh citadels and grottos using the new tileset
- Replaced the content-empty Aren Manor between Aanthirin Ashlands with a Chimer stronghold of Barendreth, where a battle is currently happening between the Ordinators and Baluath vampires
- Replaced the Ruinous Crypt, an Indoril ruin in northern Telvanni territory, with the daedric ruin of Adadpaliki and the cave of Mansutarmus
- Replaced the Drakehold Keep, a ruined Imperial fort in Sacred Lands region, with an Ashlander camp and a Velothi tower required for the Foul Murder questline
- Replaced the old and out-of-place Vasni Manor in Andothren with the Imperial Chapel of Mara, and added a Divine Intervention spot
- Renamed (-1, -31) exterior cell to "Monastery of St. Delyn"
- Improved the path between Almas Thirr and Bloodstone Shrine for better visibility
- Edited the southern border of the Andaram release area to match the landmass of the upcoming Grasping Fortune expansion
- Fixed several dozens of exterior bugs
- Interiors
- Added or refitted several Dreugh citadels and grottos in the northern Telvanni lands
- Added the interior for the Barendreth stronghold in Aanthirin
- Replaced the Pinefist Foods bakery in Old Ebonheart with the Ebonheart Bellman newspaper office
- Added the interiors for the daedric ruin of Adadpaliki and the cave of Mansutarmus
- Added the interior for the Imperial Chapel of Mara in Andothren
- Added the sewers in Firewatch and connected them to several exterior and interior spots
- Added the interiors for the Ashlander camp and the Velothi tower required for the Foul Murder questline
- Added the Foul Murder mural in Necrom catacombs
- Revamped the East Empire Company office in Old Ebonheart
- Distributed new Kagouti Hide, Alit Hide and Ebonweave armor pieces throughout the existing interiors
- Removed certain assets belonging to other provinces in the existing interiors, or replaced them with higher-quality alternatives
- Replaced some of the generic paintings with new unique pickable alternatives
- Refitted the Basan-Dur interior in Roth Roryn for the Firemoth Rekindled quest
- Refitted the Zabamallit cave in Roth Roryn and changed it from a bandit hideout to an Orlukh vampire lair for an upcoming quest in Narsis
- Refitted the abandoned Issurnawia Mine in Roth Roryn and changed it to Issurnawia, a bandit cave
- Renamed the Guild of Barristers in Old Ebonheart to "Marsh & Ellerian: Barristers"
- Renamed several manors in Old Ebonheart, Andothren and Hlan Oek to follow vanilla naming conventions
- Renamed the Nan-Iban cave in Armun Ashlands to Nan-Assali due to reusing the former name in House Indoril planning
- Renamed several Hlaalu Council Company offices and lookouts for the current faction planning
- Fixed several dozens of interior bugs
- Quests
- Added roughly 50 quests to new and old areas:
- Added an overhauled and expanded version of the vanilla "Siege at Firemoth" quest
- Added an Imperial Legion quest to restore Fort Firemoth, introducing the Imperial Legion player stronghold
- Added House Telvanni questlines for Mistress Rathra and Master Vaerin
- Restricted Master Mithras' questline to House Telvanni members because miscellaneous settlement questlines violate the style of vanilla quests. Made Mithras' and Rathra's questlines mutually exclusive.
- Added a House Telvanni quest to defeat the current Telvanni leader, Rilvin Dral, after becoming Archmagister
- Overhauled the Ranyon-ruhn Temple questline to bring it to modern standards and finish the cliffhanger added 16 years ago
- Added the Foul Murder questline - an epilogue to Morrowind's main quest taking place in Necrom
- Added six vanilla hooks to organically direct the player to the mainland: from Yakin Bael (miscellaneous), Arara Uvulas, Fast Eddie, Master Aryon (House Telvanni), Crazy-Legs Arantamo (Thieves Guild), and Synnolian Tunifus (Imperial Cult)
- Added three quests for the College of Firewatch. Two of them are revamped versions of old quests disabled in Embers of Empire expansion.
- Added six quests for the East Empire Company in Old Ebonheart and updated the existing quests to follow modern standards
- Added two Temple mini-questlines to the monasteries of St. Delyn and St. Aralor, introducing a new way of clearing the player's bounty in the latter
- Added a Morag Tong special duty quest in Andothren
- Added the TR part of "Letter for Kha'Raji" - a cross-province integration quest between Tamriel Rebuilt and Project Cyrodiil
- Added four miscellaneous quests for vampire players
- Added one miscellaneous quest and one vampire quest to the stronghold of Barendreth
- Added a unique vampire head for Varos, the Ancient of Orlukh clan, for MWSE users
- Buffed Vunal's armor in the Baluath questline, changed it from heavy to light, added the remaining pieces hidden in Armun Ashlands and Aanthirin, and renamed the set to Ancient Baalvayn Armor
- Cut the "Vanishing Highwaymen" encounter in Roth Roryn to make the region less crowded with quest content. The quest will be re-added in the more thematically fitting Shipal-Shin region in the future.
- Cut the "Ruby Pond Boys" encounter in Roth Roryn to make the region less crowded with quest content
- Revamped and relocated the "Cat-Catchers on the Road" quest in Roth Roryn to bring it to modern standards and remove the automatic failure upon leaving the quest's area
- Updated other miscellaneous quests in Roth Roryn to bring them to modern standards
- Cut the "To Catch a Cold" quest in the Old Ebonheart Mages Guild due to being confusing and poorly implemented
- Changed the questgiver of the "Coladia Nelus' Stalker" quest in the Firewatch Fighters Guild from Galan Brandt to Permil Danconis. The quest was additionally modified for the integration with Project Cyrodiil.
- Updated the Andothren Thieves Guild questline for the current faction planning
- Simplified the previously confusing joining sequence in the Almas Thirr Thieves Guild
- Rebalanced several Thieves Guild quests and added rank locks to the Old Ebonheart and Andothren Thieves Guild questlines to provide more natural progression in ranks and make a better use of the player's thief skills
- Similar to the vanilla game, made all Thieves Guild questgivers clear the player's bounty upon completing their questlines
- Added several fun interactions and easter eggs throughout the mainland
- Rebalanced several fights in the Firewatch Mages Guild and the Monastery of St. Felms questlines, as well as other high-level dungeons
- Added several nine-holes and thirty-six players throughout the mainland
- Added more thief tools vendors throughout the mainland
- Distributed new Kagouti Hide, Alit Hide and Ebonweave armor sets, as well as new Hlaalu and Telvanni clothes among the existing NPCs
- Replaced all low-quality Bloodmoon Nord heads with vanilla or Tamriel_Data alternatives
- Replaced certain Altmer heads with new variants
- Replaced certain Hlaalu nobles' heads with new variants of Dunmer heads with glass shards
- Changed Arquebald Vene's outfit to the new Breton mage robe
- Improved the directions to the mainland faction chapters of the Thieves Guild and the Temple
- Adjusted ranks of several House Hlaalu questgivers to update them for the current faction planning
- Added more Reputation rewards among the existing quests
- Added new MWSE spells for sale to certain NPCs
- Added several Dead Heroes with unique artifacts in mainland dungeons
- Replaced the scripted lock in the Aimrah lighthouse with a standard 100 lock
- Added the Ebony Blade to the daedric shrine of Shambalu for the upcoming Narsis Morag Tong questline
- Updated the propylon networks for the current planning
- Changed the daedra Ishil-Mahon from a Frost Atronach to a Frost Monarch
- Removed all pieces of native ebony armor due to the set being repurposed as prized Telvanni beetle armor
- Optimized scripts in Old Ebonheart and Firewatch exteriors to improve performance
- Fixed several dozens of quest bugs
- TR_Factions
- Updated the plugin to support the new faction relations in Tamriel_Data
- Increased the faction reputation requirements for the House Telvanni, Imperial Legion and Temple factions
- Updated the Telvanni Hortator quest to support the "Unseating Rilvin Dral" quest in TR_Mainland
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Version 23.10
- General notes
- Release 23.10, “Andaram,” is intended to be played with Tamriel_Data v10.0 or later.
- This is a major content release. Additional content has been added to TR_Mainland.
- New dialogue lines have been added to a couple of vanilla characters in order to provide quest hooks to organically direct players to the mainland. While these few lines do appear instead of vanilla dialogue, no other edits have been done to these characters and no pre-existing dialogue is modified. This should prevent most incompatibilites with other mods, but it is possible that additional patching will be needed for mods that explicitly rely on the now-hidden vanilla dialogue lines. Furthermore, a new activator is added into the Rethan Manor cell.
- A technical change in how plugin files are merged during Tamriel Rebuilt development should improve add-on mod compatibility between release 22.11 and this one, as well as all future releases (ESM reference IDs should now remain stable).
- TR_Mainland
- Exteriors
- Added 82 cells of new exterior land, fleshing out the remaining part of the Aanthirin region and including the first slices of two new regions: the Coronati Basin and the Othreleth Woods.
- Added the industrial town of Hlan Oek on the Thirr river, a hive of scum and villany.
- Added the sleepy Dunmer hamlet of Idathren and the Hlaalu Ferry outpost.
- Added the eldrich horror of a Dreugh citadel that is Paruddma’s Maw, featuring a completely new dungeon tileset.
- Updated (completely remade and expanded) the Temple stronghold city of Almas Thirr, expanding its bridge district to add a ton of quest content.
- Updated (significantly) the landscape of the Aanthirin region, moving us closer to vanilla aesthetics and improving navigation and performance, and replaced its Ascadian Isles flora and rocks with new, unique models.
- Replaced the lighthouses in Bal Oyra and Teyn with new, culture-appropriate models.
- Replaced many ships throughout the mod to use new, culture-specific ship models: Nordic trade ships, common Imperial trade ships, and small Dunmer ships. Also updated all Imperial cutter and galleon ships to use much-improved new models.
- Updated (culled) clutter throughout Old Ebonheart and Firewatch to improve performance.
- Interiors
- Added or reworked much more than a hundred new interior locations:
- Added many new dungeons and other wilderness locations throughout the previously released parts of Aanthrin.
- Added, reworked, or remade more than fifty interiors in Almas Thirr to make better use of space and to conform to modern quality and consistency standards.
- Updated the Old Ebonheart Talos Chapel to focus on Talos, instead of being a TES IV-style temple to all Divines.
- Added a bunch of new Cathnoquey furniture and clutter from our sister project, Padomaic Isles, to the Cathnoquey mission in Firewatch.
- Replaced a ton of armor, books, clutter, etc. all over the mainland with new items from the updated Tamriel_Data.
- Quests and Dialogue
- Added more than 110 new quests to new and old areas:
- Added House Hlaalu and Tribunal Temple questlines to Hlan Oek.
- Added tons of miscellaneous quests to Hlan Oek and throughout the newly added southern landmass.
- Added questlines for the Fighters, Mages and Thieves guilds, as well as the Morag Tong, to Almas Thirr.
- Added several new miscellaneous quests to Almas Thirr.
- Updated all old Almas Thirr quests and questlines to take into account the reworked city.
- Added a small, low-level House Hlaalu questline to Oran Plantation in western Aanthirin.
- Added a long-delayed miscellaneous quest to Oran Plantation and two other quests to the Aanthirin towns of Indal-Ruhn and Roa Dyr.
- Added another long-delayed quest to the Old Ebonheart Elsweyr Mission, featuring our first Alfiq Khajiit character, and another one to the herbalist Kassad.
- Replaced an overly silly quest in Gol Mok, Aanthirin, with a new and better one.
- Added a Thieves Guild questline to Andothren, a major piece of cut content from our previous expansion.
- Added a series of bounties given by the Imperial Magistrate in Andothren.
- Added three small bounties to Uman, given by the House Redoran captain there.
- Added several miscellaneous quests to flesh out the city of Andothren.
- Added the Baluath Vampire Clan questline to Armun Ashlands, another major piece of cut content.
- Added three miscellaneous quests to the Roth Roryn towns of Menaan, Bodrum, and Teyn.
- Added a couple new miscellaneous quests to Necrom.
- Added a new miscellaneous quest to Akamora.
- Added one-off House Telvanni faction quests to Tel Oren and Tel Rivus.
- Added several tiny quest hooks to existing vanilla NPCs to organically direct players to the mainland: Vodunius Nuccius in Seyda Neen Caius Cosades in Balmora Ajira in Balmora Tenyeminwe in Sadrith Mora Tongue-Toad in Ald’Ruhn A new courier in Rethan Manor
- Updated the miscellaneous quests Drinking, Stealing, Ranting in Roa Dyr and Tribunal Thrill-Seeking in the Roth Roryn wilderness to significantly improve their dialogue.
- Updated (reworked) the Freedom for a Fiend quest in Old Ebonheart, among other things removing the opaque level requirement.
- Added unique dialogue to the Redoran hamlet of Uman in the Velothi Mountains.
- Added many new latest rumors topics to NPCs throughout the Aanthirin, Roth Roryn, Armun Ashlands, and Velothi Mountains regions.
- Removed the miscellaneous quest Sheogorath’s Box of Fun upon request of its creator. It had outlived its time.
- Removed the miscellaneous quest Kneading the Dough, as it introduced lore and city planning issues and was frustratingly obscure to solve.
- Miscellaneous
- Updated (revised) the services and spells offered in guildhalls throughout the mainland to be more consistent with each other and vanilla, and generally more useful to players.
- Updated (unified) faction reputation rewards across Tamriel Rebuilt quests.
- Added back generic dialogue topics to many NPCs that were previously lacking any dialogue.
- Updated travel links throughout western Morrowind to take into account the existence of Hlan Oek.
- Updated Hlaalu guards along the Thirr river to wear the new Iuvan-Thir armor designed specifically for the region.
- Updated our new Khajiit subtype NPCs to have tails.
- Replaced Roban’s merchant stall in Firewatch with one selling East Empire Company stock certificates and also added a similar option to the Old Ebonheart EEC offices.
- Renamed the Firewatch navy base to Fort Symmachus and the Old Ebonheart one to Fort Pelagius.
- Removed the bounty gained for running in front of Ordinators in Necrom. Their disposition will still drop if you do so.
- Fixed innumerable old script and dialogue consistency errors found using Evil Eye’s validator.
- Fixed a massive amount of quest, landscape, and mesh placement bugs and made a similar number of little improvements.
- Changes included in hotfixes to release 22.11
- Added the first two parts of Vodunius Nuccius’ unfortunate adventures on the mainland to Teyn and Almas Thirr.
- Added unique dialogue to the Cathnoquey mission in Firewatch
- Updated (rewrote) dialogue throughout the House Hlaalu questline in Andothren.
- Fixed innumerable bugs in the newly released quests and worldspace.
- TR_Factions
- Updated (increased) faction reputation requirements for advancement in vanilla factions to account for added quests.
- Updated (revamped) faction reactions between vanilla and Tamriel_Data factions.
- Updated the Fighters and Mages Guild charters to take into account the mainland guildhalls.
- Updated Nerevarine quest handling by adding small edits to vanilla dialogue that direct you to the tribes.
- Moved some of the edits this plugin made to TR_Mainland into TR_Mainland itself, to make it easier to manage.
- Removed some old, unnecessary edits to mainland faction records.
- Fixed a bug related to a Telvanni Hortator quest.
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Version 22.11
- General notes
- Release 22.11 is intended to be played with Tamriel_Data v9.0 or later.
- This is a major content release. Additional content has been added to TR_Mainland.
- TR_Preview is deprecated and no longer supported by Tamriel Rebuilt. For people upgrading from an earlier version of Tamriel Rebuilt, we have included a dummy file, containing no content, to overwrite the old TR_Preview. This was done to prevent errors that would appear upon loading older versions of the plugin. You can safely delete this file from your Data Files folder. If you still want to see in-development TR lands, refer to our Release Files instead.
- TR_Travels (including all variants thereof) is deprecated and no longer included with Tamriel Rebuilt. Separate travel NPCs have been added to Vvardenfell travel locations directly in the TR_Mainland plugin, instead (see below for details). For people upgrading from an earlier version of Tamriel Rebuilt, we have included dummy files, containing no content, to overwrite the old TR_Travels variants. This was done to prevent errors that would appear upon loading older versions of the plugin. You can safely delete these files from your Data Files folder.
- We have included the new TR_Firemoth_Vanilla_Patch to solve a landmass conflict between the official Bethesda mod Siege at Firemoth and our expanded Morrowind mainland. If you intend to use Firemoth, load this patch after it.
- TR_Mainland
- Added more than 300 cells of new exterior land as part of the Dominions of Dust expansion, containing almost all of the Roth Roryn region, the whole of the Armun Ashlands, and the southern half of the Velothi Mountains.
- Added Andothren, one of the biggest Dunmer ports on the Inner Sea and a major center of Hlaalu power.
- Added three smaller Hlaalu settlements: the mining towns of Omaynis and Menaan in the Roth Roryn, and the caravanserai of Arvud in the Armun Ashlands.
- Added TR’s first Redoran settlements: the quarry town of Bodrum in the Roth Roryn, and the hamlet of Uman in a Velothi Mountains valley.
- Added Mazkun, a hidden village of the Malahk Orcs high in the Velothi Mountains.
- Added roughly 120 new quests in Andothren and the badlands to its west, including TR’s first House Hlaalu and Morag Tong questlines, two Tribunal Temple questlines, the Mages and Fighters guilds, and Imperial Legion.
- Added the joinable Orkluh vampire clan in the Roth Roryn.
- Added two Ashlander clans – the Obainat in the Roth Roryn and the Ishanuran in the Armun Ashlands – both with functioning miscellaneous and Nerevarine quests.
- Added the Volenfaryon stronghold in the Armun Ashlands with several attached quests.
- Added the Monastery of St. Felms in the Roth Roryn region with an attached Temple questline.
- Updated (completely remade) exteriors across the Western seaboard of Telvannis, turning the area into the new, desolate Dagon Urul region (as part of the Embers of Empire expansion).
- Updated (completely remade) Firewatch – the district capital of Telvannis and the second-biggest Imperial city in Morrowind – and all of its interiors.
- Updated (completely remade) Helnim and all of its interiors. Now, this is a town run by the Zafirbel Bay Company, a rival of the East Empire Company, which enjoys fruitful trade relations with a mad Telvanni lord.
- Updated (significantly overhauled) the island of Althoa (previously known as Balvvarden) with snowy textures, a revamped Bahrammu, the new navy fort/village of Nivalis, and the stronghold-turned-Telvanni-tower of Andvaryon. All interiors were either overhauled or made anew.
- Updated (significantly overhauled) other small islands in the Sea of Ghosts, such as Urlis Rock.
- Changed Bal Oyra into a small Dunmer shack village, thereby constraining Imperial presence in Telvannis. Most old Imperial content from Bal Oyra was transferred to Nivalis or Firewatch.
- Updated (overhauled, completely remade, or added anew) more than 80 quests in Firewatch, Helnim, Bal Oyra, and Althoa, including two questlines each for the Imperial Legion, Imperial Cult, Fighters Guild, and Thieves Guild, as well as ones for the East Empire Company and Mages Guild.
- Added the quests “Drinking, Stealing, Ranting” to Roa Dyr.
- Added the quest “Brother Against Brother” to Almas Thirr.
- Updated nearly all of the Aanthirin region to remove over-use of rocks, make better use of landscape, and perform better.
- Added more roads to Aanthirin in order to bring it up to vanilla parity.
- Updated the Aanthirin region to use unique road textures and more unique plants.
- Updated Roa Dyr with merged meshes, significantly improving performance in the area.
- Added interiors to the previously interiorless Daedric ruins of Hadrumnibibi and Alumawia.
- Updated Manrizache, the underwater dwemer ruin near Bal Oyra to make it more logical, including adding a nearby underwater volcano that was the reason it fell below water.
- Added enemies to several old caves that were lacking them in previous releases of the mod.
- Added tons of newly made creatures across the mod.
- Added several new armor sets and tons of new weapons across the mods.
- Added a purchasable pack guar companion to Old Ebonheart stables.
- Added new summoning spells with special handling when MWSE-Lua is installed. Whereas in OpenMW or the unmodified vanilla engine these will appear as slighly modified vanilla summoning spells, to MWSE-Lua users they will summon new Daedra added by Tamriel_Data. Once this is possible in OpenMW, we will add that functionality there, too.
- Added new travel NPCs to Vvardenfell locations (deprecating TR_Travels) for better compatibility with mods that edits vanilla travel NPCs. These new NPCs are:
- 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
- Sentius Veros (TR_m0_Sentius_Veros) in Seyda Neen
- Ysmund (TR_m0_Ysmund) in Dagon Fel
- Replaced several previously broken or stylistically ill-fitting assets across the mod with improved versions, most notably the Dunmer middle-class furniture set.
- Widened the Inner Sea north of Firewatch to allow ships to pass more easily.
- Replaced all of the old unnamed roamers in Telvannis with named bandits.
- Replaced the old Telvanni Library, which was highly inconsistent with Bethesda’s lore for House Telvanni, with a new Velothi tower.
- Renamed the Molagreahd region to Sunad Mora and reduced its size on account of the creation of Dagon Urul.
- Renamed the dreaded Helnim Fields region to Molag Ruhn.
- Removed Cephorad Keep to further limit the Imperial presence in what is ostensibly among the most isolationist and Empire-hostile parts of Morrowind. Interiors worth saving and all related quests were transferred to Old Ebonheart and Helnim.
- Removed a number of the hugely overused rock arches from earlier areas of TR, adjusting the landscape to account for it. The same was done for our old large cliff pieces.
- Removed an awful performance-hog of a tree grove from east of Necrom.
- Removed innumerable old and low-quality unique items/weapons/containers.
- Fixed hundreds upon hundreds of quest, dialogue, item placement, asset quality, and inconsistency bugs.
- TR_Factions
- Added further progression tweaks to several factions to account for mainland quest content.
- Added Nerevarine quests to the Obainat and Ishanuran ashlanders in the new Dominions of Dust expansion.
- Added changes to faction reactions for factions added by TR_Mainland (although advertised, they had, in fact, always been missing).
- TR_Firemoth_Vanilla_Patch
- Added the patch to resolve a conflict between Siege at Firemoth and TR_Mainland landmass.
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Version 21.01
- General Notes:
- • This is a *maintenance release* aimed at making Tamriel Rebuilt compatible with the latest Tamriel_Data.
- • Minimal additional content has been added to TR_Mainland.
- TR_Mainland
- • Old Ebonheart was significantly optimized, decreasing reference counts without taking away from the city experience
- • Various tweaks were made to Khalaan to enhance the visual experience and navigation, with an emphasis on new assets
- • The Aanthirin region was optimized, removing rock groups, trimming forests, removing useless clutter and bleeding grass
- • Tur Julan was slightly optimized to account for lag near the Oran Plantation
- • The nearby mountain range was tweaked, using new rock formations
- • The number of references in Dondril was reduced a little for performance reasons
- • Terrain tweaks around Dondril and Almas Thirr, to reduce the flatness of the land a little
- • The rock arch west of Almas Thirr now uses a dedicated model
- • A basement has been added to Necrom, Fane of the Ancestors
- • Copies of the Ebonheart Bellman newspaper have been distributed to many relevant locations
- • The Mages Guild Relay in Bosmora was spruced up
- • A playable card game was added to inns in Akamora, Marog and Ranyon-Ruhn
- • Various fixes to What Happened in Emmurbalpitu quest
- • Various fixes to A Coldharbour Keelhaul quest
- • Various fixes to You Can't Choose Your Family quest
- • Dialogue in Khalaan tweaked to give players more context
- • Intrigue in Port Telvannis no longer gets prematurely listed as finished
- • Burden of Proof quest now unlocks services in Roa Dyr
- • Face Stealer journal now refers to the correct armor piece
- • Ja'Jabba bounty journal now lists correct reward
- • Gone to Ground quest now gets removed from journal at a later stage
- • Complicated Competition quest had minor inconsistency fixed
- • Shallow grave in A Warmonger's Counsel can now be shoveled with more types of shovels
- • Improved directions in Beleaguered Sanctuary quest
- • Stranded pilgrim Lleros Drothan can now be aided
- • Streamlined Oh What Customs quest
- • Minor fixes to Dwemer Dealings quest
- • Tweaks to Extrajudicial Punishment quest
- • Trying to join House Telvanni in Port Telvannis no longer results in an endless dialogue loop
- • A similar dialogue loop in The Missing Brother was also closed
- • Citriel and Feduran Tharen now referred to using proper pronouns
- • Hapi in Vathras Plantation and Cheeya in Nebulud can now be freed
- • Foedus Locutius no longer reverts to his old swearing habits
- • Galvs Thalren now properly greets the player
- • Oirdo Malamartle should now go where he says he will
- • Naldo Relathim no longer appears twice in Tel Aranyon
- • Marog trader Herea Nerthul is no longer bankrupt
- • Navil Drolnor no longer immediately drowns himself
- • Repaired contaminated 'Dwemer ruin' topic in Dagon Fel
- • Fisherman ferry in Roa Dyr no longer plays teleportation sound effects
- • Restored the item Kana-Revis in Dadrunibi
- • Boots of Lightning Speed now have some actual kick to them
- • Locutius Family Liquor now fortifies instead of restores willpower
- • Items in Balathren, Workers' Lodge and Mannusudipat Mine are no longer free for the taking
- • Adjusted various fake water meshes in the Akamora area and Boethiah's Spine
- • Added bridge supports to Almas Thirr and Tel Mothvira
- • Mephala statues replaced with new model
- • Several pieces of the new Native Ebony set were added to various NPCs and locations
- • More new items, including glass weapons, ingredients, clutter and a map of the Invasion of Akavir were added
- • Dead molecrab in Aalmu Ouradas' Shack no longer screams at the player
- • Various minor object placement issues
- • Various minor script fixes
- • Various minor spelling & grammar fixes
- TR_Factions
- • Added unique miscellaneous items to Tholer Saryoni and Gavas Drin.
- TR_Travels
- • Boat travel routes in northwestern Morrowind were revised
- • Added Hoom Sled network (sans sleds, for now) to TR_Travels_(Preview_and_Mainland).esp
- TR_Preview
- • Deprecated assets may occasionally appear as red boxes. We are aware of this.
- TR_OldTravels
- • No changes.
-
Version 20.02.01
- Patch 1 for Tamriel Rebuilt 20.02.
- Use together with TR_Mainland.esm of Build 20.02 *only*.
- Fixed bugs:
- - "Dwemer ruins" caused "DELETEME" replies in Dagon Fel.
- - Noga-Togroi did not recognize the Soul Anchor.
- - Llorisa Faali tells you to meet in Emmurbalpitu while being in Emmurbalpitu.
- - Telvanni Mouths in Port Telvannis send you in an endless dialogue loop when asking to join while being a member.
- - Telvanni Mouths in Port Telvannis cannot actually reinstate you into the House.
- - Kana-revis was not placed in-game.
- - Various scripts had various problems.
- - The Anumidium plans and Dagoth Goblet could be found in a chest.
- - Lucia Mor cries for help after she is no longer held hostage.
- - The Roa Dyr gondoliers play the Guild Guide chime because the travel markers were too close to each other.
-
Version 20.02
- Tamriel Rebuilt Changelog
- ===============================================
- build 20.02 [February 28, 2019]
- ===============================================
- General Notes:
- • This is a *bugfix release*.
- • Minimal additional content has been added to TR_Mainland and TR_Preview.
- TR_Mainland
- • Added Windbreaker Keep on an island in the east, rounding out Uriel V's naval bases.
- • Added the Balhadarshad Den, where nothing shady is happening yet.
- • Landscape and lantern changes in Marog.
- • Rilmas Atheryon in Marog no longer blocks the way.
- • Unblocked a stairway in the OE Mages Guild.
- • Aurelia Draconis now leads you to a house in Felms Ithul, not a script error.
- • Ordinators in Mourning no longer dare to care if a Curate or above is running around Necrom or brandishing a weapon.
- • Several NPCs all over the place no longer suffer from bad filtering and cease refering to themselves in third person.
- • Tur Julan inhabitants no longer go hostile towards low-ranked Temple players.
- • Tel Aranyan's items are no longer largely unowned.
- • Surefeet is no longer sold in Emercius' Quality Wares.
- • Laalalvo Irano no longer things the Protector of the Fighter's Guild is too low-ranked for some quests.
- • Mages Guilds have received additional blue candles and lanterns.
- • Corrected some instances which would leave with teleportation disabled.
- • The quest note for "A Champion Lost" should now spawn correctly under all circumstances.
- • Toned down Indoril Ulyn's signet ring.
- • Fixed an issue causing a disabling of player controls in OpenMW during the "Face Stealer" quest.
- • Corrected player teleportation scripts because Morrowind's script engine is amazing.
- • Added some generic "little advice" replies for the Mainland and edited advice for Temple and Cult advancement.
- • Added a boat travel option from Roa Dyr to Roa Dyr (other river bank).
- • Changed all book scripts to be compatible with OpenMW. Note to third party modders: check https://www.tamriel-rebuilt.org/asset/openmw-compatible-book-scripts
- • Fixed some floaters and bleeders, as usual.
- • Corrected various dialogue errors.
- TR_Factions
- • No changes.
- TR_Travels
- • P&M: Corrected travel lines to Verarchen.
- • P&M: Added Omaynis as a travel designation.
- TR_Preview
- • Started an overhaul of the Andothren exterior.
- • As part of this, the Dwemer Lighthouse has temporarily been removed until a new model becomes available.
- • Updated existing exteriors in Roth-Roryn to add Omaynis, a new Hlaalu town.
- • Othmura, Ald Marak, and Ald Iuval had their exteriors slightly overhauled and expanded.
- • Removed the Ring of Eidolon's Edge and changed Eidolon's Tomb to Gedran Burial.
- • Changed Arv-Shadan to Arvs-Shadan.
- • Resolved an issue with the mainland propylon network.
- • Various interiors were merged.
- TR_OldTravels
- • No changes.
-
Version 19.12
- Tamriel Rebuilt Changelog
===============================================
build 19.12 [December 19, 2019]
===============================================
General Notes:
• This release marks 3 years since Tamriel_Data was first introduced. As a final reminder, Tamriel Rebuilt no longer contains asset files.
• Build 19.12 is intended to be played with Tamriel_Data v07 or later.
• This is a *content release*. Additional content has been added to TR_Mainland, TR_Preview, and TR_Travels.
TR_Mainland
• Moved the remaining Aanthirin region out of TR_Preview and into TR_Mainland.
• Added Almas Thirr, a major temple settlement and center of an extensive temple questline.
• Added Hlaalu settlements: Indal-ruhn (town), Vathras, Oran, and Mundrethi Plantations (outposts), various lookouts and manors, and Gol Mok.
• Added Roa Dyr, an Indoril stronghold-monastery and seat of Indoril Ilvi.
• Added Velothi (Indoril) settlements: Aimrah, Rilsoan, Selyn, Velonith, Saveri.
• Added various explorable, historically relevant locations (aka dungeons), such as Tur Julan and Emmurbalpitu.
• Added several cells in the Inner Sea, alongside some other new locations.
• Added the mainland Hlaalu Stronghold, Nav Andaram. As the Hlaalu questline has not been worked on yet, it is disabled for now.
• Added 69 quests to new and existing mainland locations.
• Added "The Voice to Calm me Down", a misc quest, near Sailen.
• Added "The exiled Duke's Affair", a misc quest, to the Ebon Tower.
• Added "A Breadcrumb Trail", a misc quest, to Old Ebonheart.
• Added "Gewp Eee", a misc quest, to the wilderness of Boethiah's Spine.
• Added two quests to the Old Ebonheart Mages Guild: "When Interiors don't match their Exteriors" and "Ghost in a Gem".
• Added a final Syvvit Tong quest, "Burden of Proof", to Vhul.
• Added some content for the Outer Realms.
• Added pointers to the Sadas Plantation when quests ask the player to go there.
• Added similar pointers (and a ShowMap) to dialogue which points the player to Marog.
• Added a second trainer to the Legion Headquarters in Ebon Tower by popular request.
• Added several NPCs to Firewatch. A bit of custom dialogue but no quests.
• Added an interesting book to Aurelia Draconis' house in Old Ebonheart.
• Moved the Ruinous Keep out of the Sundered Scar into the Padomaic Ocean and renamed it to Wavebreaker Keep. The associated quest remains functional.
• Moved some artifacts to Tamriel_Data and changed their IDs in scripts and dialogue checks. The artifacts themsleves will remain in TR_Mainland for now, to retain savegame compatibility.
• Changed the interior of Verulas Pass, Morag Tong Training Camp to be less ridiculous.
• Removed the zero-content landmass north-west of Nassudan and north-east of Ald Daedroth. It is now conceivable that ships can enter the Inner Sea from the north-eastern route.
• Fixed countless spelling and grammar errors in dialogue and books.
• Adjusted the path to the Watchtower near Necrom so that it can now be traversed by characters with less than 100 acrobatics.
• Amelphia Tarramon no longer tries to give you duties before you are a member of the Mages Guild. She also doesn't ask to replenish her store forever.
• A Warning in Firewatch can now be completed before the next quest in the Telvanni questline has started.
• Fixed various bugs in the The Sorcerer's Apprentices quest.
• Fixed various bleeders and floaters in Old Ebonheart (the rugs hate us).
• Fixed countless floaters and bleeders in the mainland landscape.
• Fixed some doormarkers that left the player stuck in the landscape or assorted furniture.
• Fixed some problems with the Soul Anchor quest. The player should receive their weapon of choice under any circumstances now.
• Fixed some leftover confustion between "Mephalan Vales" and "Valley of Mephala".
• Fixed some placement problems with the Dwemer Turbine in Manrizache, Hall of Dumac.
• Fixed some use of "Cents" in the journal. As Tamriel uses Drakes or Septims, this made no cents.
• Fixed bed ownership in the Pilgrim's Hostel in Sailen in order to allow Temple members (i.e. pilgrms) to actually rest there.
• Garv and Fedura Ovav no longer have extremely expensive and unowned alchemy equpiment.
• The Alt Bosara exterior no longer forces a *rich* desk to be subject to wind and rain like a *commoner*.
• Removed mentions of nonexistent Silt Striders.
• Tried to fix an unreplicatable bug which randomly leaves Lord Drolar stuck between a bed and a wall.
• Replaced various outlander-centric books, such as "Vivec and Mephala" and "Ancestors and the Dunmer" in ancestral tombs and temples with proper reading material for the religious Dunmer.
• Nearly entirely replaced the easter egg books "Book of Life and Service" and "Book of Rest and Endings". These ESA: Battlespire books are from the Soul Cairn, praise the Ideal Masters, and should not be placed in-game.
• Replaced "Corprus, the Divine Disease" with other books. It was too well-informed and objective (apologies to Nazz).
• Replaced variously badly-fitting "common" clothes (such as Temple or Morag Tong specific cuirasses and robes) with *actually* common clothes.
• The Test of Disorder in Ardkoz can now be completed even after reloading a save game.
• Felmo Ilveroth will now recognize when the player used their Mages Guild rank to bypass one of his quests. He will also be more forward in pointing out where the player can find missing tokens.
TR_Factions
• No changes.
TR_Travels
• General overhaul to travel lines.
• Moved the Bosmora Guild Guide from the outdoors into the Marketplace, normalising the travel costs.
• Fixed incorrect "destination" topic replies and added a few.
TR_Preview
• Massive landscape overhaul in Roth Roryn, Armun Ashlands, and Ascadian Bluffs. In general, old cliff models were replaced with better landscaping.
• Roth Roryn saw a big texture change, making it less yellow.
• Started development on the Thirr Valley.
• Added two Redoran outposts: Ald Iuval and Ald Marak.
• Added several Hlaalu settlements: Idathren (town), Hlan Oek (city) and Othmura (city).
• Added various locations.
• Fully interiored Obainat Camp, Idathren, Llaram Farm, Volenfaryon, Othrano, Thavas Plantation, Hlorandar, smaller Ashlander camps, Velothi towers, grottos and the like.
• Fixed "An Unwell Traveller" in Bodrem.
• Purged the last remains of the cookie menace.
• Cut unused cells with downward slopes in the south. Eye of Argonia will take care of the heightmap discrepancy.
TR_OldTravels
• No changes.
- Tamriel Rebuilt Changelog
-
Version 18.09
- Tamriel Rebuilt Changelog
===============================================
build 18.09 [September 17, 2018]
===============================================
General Notes:
• This release marks 2 years since Tamriel_Data was first introduced. As a reminder, Tamriel Rebuilt no longer contains asset files, please download Tamriel_Data version 06 hotfix 01 or later and follow the install instructions. But if you have the 18.07 release installed and working properly, you don't need to do this -- you already have the right Tamriel_Data.
TR_Mainland
• The "An Empress' Ransom" quest has seen a few improvements. In particular, it should now correctly function if the player already has found the required artefact beforehand. Also, various NPCs in this quest should now be correctly enabled/disabled, and the guards should no longer confiscate the player's stolen items during the negotiations.
• Various quests have seen their scripts hardened against an obstinacy of the AITravel instruction. This should prevent scenes from getting stuck if the player rests/waits while the scene is ongoing (specifically, while an NPC is moving somewhere). This is mostly experimental -- we have not checked all of the scenes.
• The "A Deadly Treasure" quest should now be working correctly, even if the player disables the lightning crystal before starting the quest.
• The "A Criminal Lawyer" quest has been fixed in a few places; in particular, Reynant's bounty-fixing service now works.
• In Hadrumnibibi, some inaccessible items have been made accessible, and sleeping is no longer illegal.
• The cursed daedric staff in the Old Ebonheart Mages Guild now works as it was meant to.
• The "Freedom for a Fiend" quest now works correctly in OpenMW.
• The entrance of Balsincag Diamond Mine got swapped with that of an ancestral tomb nearby for logic reasons.
• Nearby, a certain bandit is now harder to access.
• The quests of the Old Ebonheart Fighters Guild cannot be done out of order anymore; this should prevent players from missing a crucial piece of direction. Also, the very first quest of the Guild now includes directions from various NPCs.
• The Necrom Causeway is now traversable by foot again (though it remains to be improved).
• The Briricca Bank dialogue should now correctly work in OpenMW.
• The "fix the mess" mini-quest in "Ebon Tower, Imperial Census Office" has gotten various repairs and improvements.
• Aquilinius in Old Ebonheart now offers training to Blades, as his dialogue suggests.
• The script on the crank in the Old Ebonheart sewers now works as intended.
• Vols Valdri now disappears as expected after an Imperial Legion quest.
• Two items required for a certain Old Ebonheart miniquest have been enchanted so that the player cannot break the quest by enchanting them. A hint has been added for that miniquest.
• The “give orders” topic for the Old Ebonheart Imperial Legion quest now correctly disappears after the quest is finished.
• Fixed Merchant Dispute journal triggering on barrister, added line of dialogue to Vedam Dren.
• Various fixes to "Don't Touch My Gems!" quest.
• A see-through hole in the ceiling of the Ebon Tower sewers has been fixed.
• The ambiguous race of a slave in the "The Slave Trade" quest has been fixed.
• Learning the "task" topic too early can no longer break the Tribunal main quest.
• The "A Mission Failed" Imperial Cult quest should no longer register Elmonder as healed if he isn't.
• A certain cave in the Verulas pass should now be easier to get through even with tall characters; also, the dialogue of the NPCs therein has been revamped completely. The cave may still be moved, removed or repurposed in future updates; do not use it as storage space.
• The "Religious Inquiry" quest in Sailen no longer gets stuck if the player kills the daedroth prematurely.
• Various missing ownerships added (e.g., to items in the Briricca bank, and to locked doors in Vhul).
• Fixed the final EEC quest Merxia not teleporting unless you entered her cell.
• Yggulf the Mute is now actually mute in all circumstances.
• Fixed remaining placeholder books/scrolls not having correct names or text.
• Removed some activator shrines from tombs/interiors that had too many.
• The “training” topic is no longer used for dialogue (as it conflicted with the training functionality); the two responses are now at the “my training” topic.
• The final instances of the odd looking flying dwemer machines (“flying nameless thing”/”dwemer explodo”) have been removed.
• Various typos and floaters fixed, landscape and shading slightly improved, and the occasional awkward dialogue or journal entry rewritten.
TR_Factions
• No changes.
TR_Travels
• No changes.
TR_Preview
• No changes.
TR_OldTravels
• No changes.
- Tamriel Rebuilt Changelog
-
Latest Version: Build 24.12

Latest Version: Build 24.12
December 22nd, 2024



TR_Mainland is our fully released content.
- Fully playable landmass larger in size than The Elder Scrolls IV: Oblivion; filled with new NPCs, settlements, dungeons and more.
- Visit major cities such as Old Ebonheart, Port Telvannis, Firewatch and Necrom.
- Featuring over 650+ quests and questlines.
- All new weapon and armor sets.
- New books, items, spells and more.

Before installing Tamriel Rebuilt, please ensure that you have the latest version of Morrowind (v1.6820), including both Tribunal and Bloodmoon installed, as well as Tamriel_Data v11.0 or later. The Morrowind Code Patch is also recommended if you are playing on the vanilla engine.
No other plug-ins are required.
Tamriel Rebuilt doesn't contain its own asset files. You need to download Tamriel_Data. Please install Tamriel_Data v11 when updating to 24.12!


Tamriel Rebuilt is a large fan project for The Elder Scrolls III: Morrowind. When Bethesda Softworks, the developers of the Elder Scrolls series, started designing the game towards the end of the 1990s, the original intent was to include all of the eponymous country's landmass in the game. As it turned out, this was too large a task and the scope was reduced to Morrowind's central volcanic island, Vvardenfell. Even so, the result was an enormous, colorful world that many, in our project and beyond, still consider one of their most memorable game experiences. Our aim is to pick up where Bethesda left off: by creating the rest of its mainland, we are building Morrowind as it could have been, in a way that is truthful to the vision of the original developers. Rather than just providing a game world several times the size of the original, we want that world's vistas, stories and people to be every inch as captivating as its example.
Tamriel Rebuilt is a long-term project. What took a team of paid, full-time developers several years obviously takes a group of volunteers longer. On the other hand we also have the luxury of not being bound by the same temporal and budgetary constraints that a game studio is subject to, which means we are free to undertake some things that would otherwise never become reality.
There is much to be created, much to be expanded and improved upon, and for that we need all the help we can get. If you love Morrowind and its world, if you are interested in the creation of mods or games, or if you just want a creative outlet in a lively online community, consider taking a look at how to join the project.
We hope you enjoy our creation!
- The Tamriel Rebuilt Team
Q: Is Tamriel Rebuilt still being developed?
A: 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 hold meetings. 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 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 see what we are up and have your questions answered.
Q: What do all the different ESPs do?
Q: Should I still load Siege at Firemoth.esp?
If you are playing TR version 24.12+ and want to have access to TR's overhauled and integrated version of Firemoth, then NO. Doing so will result in two different versions of Firemoth loading on top of each other, causing all sorts of mayhem. If you don't want TR's version of Firemoth and prefer to use the vanilla Siege at Firemoth plugin, then you will have to load the optional TR_Firemoth_remover.esp, after the original Siege at Firemoth.esp. This patch removes TR's take on Firemoth and allows you to run the original version, but also fixes landscape conflicts between the original Firemoth and TR's mainland. If you want to run other Firemoth overhaul mods, then these need a separate patch to remove conflicts with TR's mainland landmass. See more information »here«.
Q: Do I still need to register Tamriel_Data BSA files?
Not anymore! As of v10.1, Tamriel_Data no longer uses BSA files. It instead packages all assets as loose files inside the downloaded archive. The BSA files included in the archive are dummy files meant to overwrite older versions for people who are updating their Tamriel_Data.
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 may not have (correctly) installed the latest version of Tamriel Data. Try (re)installing it; see the instructions here.
Q: Why is my minimap cut off?
A: The Morrowind minimap has a hardcoded size limit. You will either need to use the Morrowind Code Patch, which has an optional "extended map" change that doubles the space the minimap can cover, or you need to switch to OpenMW , which has no hardcoded minimap limit. If you're using MWSE, we recommend instead using the UI Expansion mod that removes the map limits in a nicer way than the Morrowind Code Patch.
Q: Does Tamriel Rebuilt add quests?
A: Absolutely! TR_Mainland alone adds more than six hundred miscellaneous and faction quests, and the number will only increase with time.
For more information, please see a detailed response here.
Q: When is Tamriel Rebuilt going to be complete?
A: 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?
A: 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: 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: Is Tamriel Rebuilt compatible with OpenMW?
A: 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 and notes about compatibility here.
Q: Is Tamriel Rebuilt compatible with Skyrim: Home of the Nords and Project Cyrodiil?
A: 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. In fact, as of version 24.12, Tamriel Rebuilt even includes a quest directing you from the Morrowind mainland to the Kingdom of Anvil, should you have the latest version of Project Cyrodiil installed.
Q: Is Tamriel Rebuilt compatible with Skywind or Morroblivion?
A: 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. This seems out of the question due to time and work constrains and simply because of the vast artistic and technical differences between the different games.
Q: Why is Tamriel Rebuilt incompatible with Morrowind Rebirth?
A: Morrowind Rebirth is said to be incompatible with Tamriel Rebuilt due to some overlapping landscaping edits, edits to the same NPCs on Vvardenfell due to TR_Travels, balance changes which make Tamriel Rebuilt content overpowered, and model replacements included in Morrowind Rebirth that make Firewatch in particular unnavigable. Neither of these are game-breaking and we do not currently consider Morrowind Rebirth 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. Fortunately, such a patch is available here.
Q: I found a bug! What do I do with it?
A: Report it in the Bugtracker in our website. Give us as much information as you can, such as a screenshot, coordinates, error log, etc.
- The Tamriel Rebuilt Team


Q: Is Tamriel Rebuilt still being developed?
A: 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 hold meetings. 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 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 see what we are up and have your questions answered.
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.
- (Separate download) TR_Firemoth_remover.esp - removes the TR version of Firemoth, so you could load the vanilla version or another Firemoth overhaul.
Q: Should I still load Siege at Firemoth.esp?
If you are playing TR version 24.12+ and want to have access to TR's overhauled and integrated version of Firemoth, then NO. Doing so will result in two different versions of Firemoth loading on top of each other, causing all sorts of mayhem. If you don't want TR's version of Firemoth and prefer to use the vanilla Siege at Firemoth plugin, then you will have to load the optional TR_Firemoth_remover.esp, after the original Siege at Firemoth.esp. This patch removes TR's take on Firemoth and allows you to run the original version, but also fixes landscape conflicts between the original Firemoth and TR's mainland. If you want to run other Firemoth overhaul mods, then these need a separate patch to remove conflicts with TR's mainland landmass. See more information »here«.
Q: Do I still need to register Tamriel_Data BSA files?
Not anymore! As of v10.1, Tamriel_Data no longer uses BSA files. It instead packages all assets as loose files inside the downloaded archive. The BSA files included in the archive are dummy files meant to overwrite older versions for people who are updating their Tamriel_Data.
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 may not have (correctly) installed the latest version of Tamriel Data. Try (re)installing it; see the instructions here.
Q: Why is my minimap cut off?
A: The Morrowind minimap has a hardcoded size limit. You will either need to use the Morrowind Code Patch, which has an optional "extended map" change that doubles the space the minimap can cover, or you need to switch to OpenMW , which has no hardcoded minimap limit. If you're using MWSE, we recommend instead using the UI Expansion mod that removes the map limits in a nicer way than the Morrowind Code Patch.
Q: Does Tamriel Rebuilt add quests?
A: Absolutely! TR_Mainland alone adds more than six hundred miscellaneous and faction quests, and the number will only increase with time.
For more information, please see a detailed response here.
Q: When is Tamriel Rebuilt going to be complete?
A: 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?
A: 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: 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: Is Tamriel Rebuilt compatible with OpenMW?
A: 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 and notes about compatibility here.
Q: Is Tamriel Rebuilt compatible with Skyrim: Home of the Nords and Project Cyrodiil?
A: 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. In fact, as of version 24.12, Tamriel Rebuilt even includes a quest directing you from the Morrowind mainland to the Kingdom of Anvil, should you have the latest version of Project Cyrodiil installed.
Q: Is Tamriel Rebuilt compatible with Skywind or Morroblivion?
A: 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. This seems out of the question due to time and work constrains and simply because of the vast artistic and technical differences between the different games.
Q: Why is Tamriel Rebuilt incompatible with Morrowind Rebirth?
A: Morrowind Rebirth is said to be incompatible with Tamriel Rebuilt due to some overlapping landscaping edits, edits to the same NPCs on Vvardenfell due to TR_Travels, balance changes which make Tamriel Rebuilt content overpowered, and model replacements included in Morrowind Rebirth that make Firewatch in particular unnavigable. Neither of these are game-breaking and we do not currently consider Morrowind Rebirth 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. Fortunately, such a patch is available here.
Q: I found a bug! What do I do with it?
A: Report it in the Bugtracker in our website. Give us as much information as you can, such as a screenshot, coordinates, error log, etc.

While TR originally aimed to create the whole continent of Tamriel, as its name suggests, we ended up deciding to limit our scope to focus on the Morrowind mainland. Our sister project, Project Tamriel (PT), is working on the provinces of Skyrim and Cyrodiil in their own unique vision:
Skyrim: Home of the Nords (S:HotN): https://www.nexusmods.com/morrowind/mods/44921/
Project Cyrodiil (PC): https://www.nexusmods.com/morrowind/mods/44922/

As a high-impact mod, TR does not work well with several other mods. On the other hand, there are certain mods that will enrich both the vanilla and TR experience.
For a list of recommended mods, see https://www.tamriel-rebuilt.org/recommended-mods
For a list of incompatible mods or mods that need a patch to work, see an incomplete WIP list: https://www.tamriel-rebuilt.org/incompatible-mods