This release implements our revamped version of Bethesda’s original Siege at Firemoth, allowing you to rebuild the ransacked fortress. Additionally, 50 new quests have been added all across Morrowind’s mainland. Experience the conclusion to our Telvanni questline, a melancholy epilogue to Morrowind’s main quest, and much more.
You will need Tamriel_Data v11 to play this mod. Make sure to update it to the latest version before you install or update Tamriel Rebuilt.
Reminder: Do not load Siege at Firemoth.esp together with Tamriel Rebuilt if you want to play our version of Firemoth. That will cause conflicts. If you instead want the vanilla version of Firemoth, you must load the separately downloaded plugin TR_Firemoth_remover.esp after Siege at Firemoth.esp.
NB: This update is a companion to the much larger new mod Project Cyrodiil: Abecean Shores made by our sister effort, Project Tamriel, which aims to bring you the province of Cyrodiil, according to the lore of TES III. Be sure to check that mod out as well; it is perfectly compatible (and even integrated with) Tamriel Rebuilt.
The 5 Most Commonly Asked Questions about Tamriel Rebuilt.
Hello everyone. Here are answers for the most common concerns brought up on this page; for other questions, we highly suggest reading our FAQ or Readme.
When will it be finished? We're a volunteer project, and developers come and go. Thus it's impossible to project any sort of release dates, and whenever we used to, we'd always be wrong. If you want to monitor our exact progress, please visit our Discord. If you want it done faster, join us! We're always looking for new devs. Even if you don't know a thing about the CS. We'll help you get started.
I get lots of missing meshes/textures! You may not have (correctly) installed the latest version of Tamriel Data. Try (re)installing it; see the instructions here.
... "One or more plugins could not find the correct versions of the master files they depend on"! This warning is given if your version of Tamriel_Data was released later than the last version of TR you have downloaded. The warning can be avoided by updating TR files in Wrye Mash, and is otherwise harmless.
Will this work with graphical replacers? Yes, but our custom assets will not be affected. For users of texture upscales, many higher-resolution assets may be found in the HD version of Tamriel_Data, but some are not yet covered and will remain looking lower-resolution. There will be issues with mods that change the shape of vanilla assets, such as Taddeus' rock replacer (included in the MGSO compilation). Since the rock shapes are slightly altered, this may cause placement errors or blocked doors in our areas. There is currently no up-to-date patch for this rock replacer that will avoid issues in TR.
Will this be compatible with Mod X? Since TR does not currently alter vanilla Morrowind, our project should be compatible with most, if not all, mods that do not occupy the space we use. Please consult this WIP page for a list of landmasses that conflict with TR and need to be moved. Also note that vanilla compatibility may decrease with additional plugins, as we eventually make changes to the vanilla questlines to integrate our landmass with that of the original game. These will be carefully thought out, and we hope to address the inevitable conflicts with mod authors themselves.
Real shame Preview was removed. I read the reasoning for it and if players really are getting confused, just add a message or something in the readme telling people TR_Preview is a WIP section and mostly contains unfinished land. Now we have to go through hoops just to get it to load somewhat properly or use a out-dated version or Tamriel Rebuilt.
Hi, I am new to the Elder Scrolls series and I haven't played Morrowind yet so I'm trying to get mods that expand/enhance the content without replacing any of the original. Does TR replace much about the base game or is it purely an expansion?
I hope someone reads this , Im doing the quest that you get once you enter the vault in necrom, the ask you to take a spirit into an urn and take it to a Telvanni ancestral tomb. Well I went and found the tomb even though its not on the broken map , and the spirit inside agreed to let me but the remains in the tomb , but the quest wont progress after that , idk were to put the remains , they say put the remains in the central ash chamber but nothing happens when I put the remains in the spot that I think that is. Online it says that after this I should get the destroyers ringlet from an urn on a table with a red cloth and I can clearly see that urn but nothing is inside. been at this for hours , great mod btw
For anyone having the same Issue I was able to go around the issue. What you have to do is set your personality to 1 before you speak to the wraith in the Telvanni ancestral tomb so they refuse to allow you to inside , when they do this just leave and return to necrom and travel east of the city until you get a prompt that "You feel relief wash over you... ect"
has anyone attempted to get this to work on the xbox version? i got some smaller mods working but this is the biggest one yet and was wondering if anyone had success or any tips? its also the first mod that requires the dlcs but i know the xbox has a single esm so i might have to use a tool to help with that
I've never heard of anyone playing TR on Xbox. In fact, I've never heard of anyone modding Morrowind on xbox at all. I fear there is no chance you'll get it working on xbox, as the mod relies on Morrowind Code Patch, which is naturally not available there.
During and after the Temple quest where you bring the couple to the cremation at the Andothren Temple, for some reason all the exterior Andothren cells take a LONG time to load, and hang constantly.
The cells were fine prior to that quest, and making a new game and checking the cells shows that they are fine, so it's something in that quest messing up. Did not do this in previous releases.
If the issue persists, please make a bug report on our bugtracker. Unfortunately we don't have a volunteer keeping track of this page, so bug reports here will likely go unnoticed.
Try on a new save and with only a newly downloaded TR and T_D installed, no other mods. If that works, then its likely a conflict with some other mod. Bear in mind that if you play on the vanilla engine, then the Morrowind Code Patch is a requirement, otherwise you will likely crash.
I have a question regarding the native ebony armor. Has the armor been removed on the latest release? When looting a certain area the location where a piece of the armor has been in the past is replaced with normal ebony.
Yes, a closer reading of the vanilla game implies that the ebony armor in TES 3: Tribunal is native ebony armor. The armor previously marked as such will be repurposed as beetle armor, but will need retexturing. RuffinVangarr, the author of the assets, I think has a separate mod that adds the armor if you want it to be available in your game.
1887 comments
This release implements our revamped version of Bethesda’s original Siege at Firemoth, allowing you to rebuild the ransacked fortress. Additionally, 50 new quests have been added all across Morrowind’s mainland. Experience the conclusion to our Telvanni questline, a melancholy epilogue to Morrowind’s main quest, and much more.
You will need Tamriel_Data v11 to play this mod. Make sure to update it to the latest version before you install or update Tamriel Rebuilt.
Reminder: Do not load Siege at Firemoth.esp together with Tamriel Rebuilt if you want to play our version of Firemoth. That will cause conflicts. If you instead want the vanilla version of Firemoth, you must load the separately downloaded plugin TR_Firemoth_remover.esp after Siege at Firemoth.esp.
NB: This update is a companion to the much larger new mod Project Cyrodiil: Abecean Shores made by our sister effort, Project Tamriel, which aims to bring you the province of Cyrodiil, according to the lore of TES III. Be sure to check that mod out as well; it is perfectly compatible (and even integrated with) Tamriel Rebuilt.
Hello everyone. Here are answers for the most common concerns brought up on this page; for other questions, we highly suggest reading our FAQ or Readme.
When will it be finished?
We're a volunteer project, and developers come and go. Thus it's impossible to project any sort of release dates, and whenever we used to, we'd always be wrong. If you want to monitor our exact progress, please visit our Discord. If you want it done faster, join us! We're always looking for new devs. Even if you don't know a thing about the CS. We'll help you get started.
I get lots of missing meshes/textures!
You may not have (correctly) installed the latest version of Tamriel Data. Try (re)installing it; see the instructions here.
... "One or more plugins could not find the correct versions of the master files they depend on"!
This warning is given if your version of Tamriel_Data was released later than the last version of TR you have downloaded. The warning can be avoided by updating TR files in Wrye Mash, and is otherwise harmless.
Will this work with graphical replacers?
Yes, but our custom assets will not be affected. For users of texture upscales, many higher-resolution assets may be found in the HD version of Tamriel_Data, but some are not yet covered and will remain looking lower-resolution.
There will be issues with mods that change the shape of vanilla assets, such as Taddeus' rock replacer (included in the MGSO compilation). Since the rock shapes are slightly altered, this may cause placement errors or blocked doors in our areas. There is currently no up-to-date patch for this rock replacer that will avoid issues in TR.
Will this be compatible with Mod X?
Since TR does not currently alter vanilla Morrowind, our project should be compatible with most, if not all, mods that do not occupy the space we use. Please consult this WIP page for a list of landmasses that conflict with TR and need to be moved. Also note that vanilla compatibility may decrease with additional plugins, as we eventually make changes to the vanilla questlines to integrate our landmass with that of the original game. These will be carefully thought out, and we hope to address the inevitable conflicts with mod authors themselves.
The cells were fine prior to that quest, and making a new game and checking the cells shows that they are fine, so it's something in that quest messing up. Did not do this in previous releases.