This expansion centers on the Hlaalu capital of Narsis, a nexus of immense wealth and cruel injustice. Surrounding the city is the vast and dangerous hinterland of Shipal-Shin, whereas a number of Hlaalu and Redoran towns dot the shores of the Thirr river in the Coronati Basin region downstream of Narsis.
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.
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.
Nelgirion should be the Fighters Guild boss, him stealing summons while having 60% reflect makes it clear that the intent is for you to fight him as a warrior, which is fine, he’s just in the wrong guild questline.
I have also run CheckDisc, updated my drivers, yadayada, and this isn't happening with my other games.
UPDATE: With the kind assistance of NullCascade in the Morrowind Modding Discord, I've been able to fix the crash. It transpires that the rat mesh in "HQ Creatures" was conflicting.
Hi! For the latest 25.06.28, the description page mentions Tamriel_Data v12 as a requirement, but there is no version 12 listed on their download page. They do have a 25.05 version, is that the one? Also, for OpenMW users, can we just use the TR_Mainland.esm, or do we need all the lua files, metadata.toml, yaml, and/or scripts folder too?
Anyone fought any TR Goblin's yet? I am playing a mod which sent me to the Velothi Mountains to find something in a Goblin cave and I was expecting a very hard fight but it turned out to be quite easy. Some of the Goblin types exhibited an odd behaviour. They would attack you but very shortly after just stop and stand still without doing anything making them trivial to dispatch. I noticed this with Beserkers, Shaman and a Chieftain. Other types appeared to attack you as normal until killed and I have not observed any other hostile NPC or creature exhibit this behaviour.
Strange. The game tells me that "tr_mainland.esm missing" when I launch the game, then it immediately crashes to desktop! I don't recall encountering this problem when I downloaded TR on my previous PC... When I open the folders, it looks like all the files are there??
Hi, thanks for the reply! I honestly don't remember what I did to make it work, but part of it was ditching NMM in favor of Mod Organizer v2, on a suggestion I received on the TR discord server. As far as I recall, that really did the trick, and installation went smoothly from there.
i know nobody asked for my opinion, but i don't really agree with the prospect of having non-vvardenfell factions involved with the main quest. the nerevarine prophecy seems implicitly "about" vvardenfell in the same way the bloodmoon prophecy is "about" solstheim, and i don't know why azura would accept the nerevarine going to, say, mainland factions who don't really have to worry about the sixth house (maybe give it a decade in-universe) and ask to be named war leader against the sixth house -- though i guess the prophecy never says the four tribes and three houses have to be on vvardenfell. even though it is the main story of the game, having your antagonist be at one specific mountain makes it a fairly regional threat despite the desired scope of its leader.
it still seems alright to me to demote house leadership of vvardenfell, because there seems to be some nuance in how a hortator is elected. every representative of a house in vvardenfell needs to agree, yes, but do they need to be councilors over the entirety of the house? even in canon, they're councilors of vvardenfell district in particular as per the colored books. while it would be an interesting exercise to see what it would take to get every hlaalu, redoran, and telvanni councilor across all of a fully-finished morrowind to agree to you as hortator, i'm concerned it could become a real slog to finish the main quest. i'm someone who prefers to get the main quest done first, then all the faction and local quests, and then any modded quests i may have lying around afterwards -- though i rarely manage to get it all done before i start another save, ha.
i'm not advocating for any specific change to happen, just giving my two cents. i like the idea of doing all the main quest stuff in main quest land (vvardenfell), thinking you're king of the world because you've conquered big boy mountain, and then getting to somewhere like narsis or anvil and realizing you haven't conquered jack. but more than that, i understand the idea of spreading out the appointments to the available tribes and houses. it hooks into the new content that the team has worked so hard on, it provides more options for the player to finish these quests, and playing games with the exact wording in which an order (or prophecy) was given to you is very much the dunmeri way. thank you for all you do, and the choice to play with or without faction integration is very, very much appreciated.
So, I installed Grasping Fortune and the latest version of Tamriel Data by following the guide on the Tamriel Rebuilt site to the letter and making sure to delete the old versions, but now I can't even boot up the game fully due to getting spammed with seemingly hundreds of error messages that make it seem like EVERYTHING from Tamriel Rebuilt is missing. Does anyone have any idea what I might've done wrong? Edit: I used MGEXE to skip past the errors, and the game just instantly crashes when I try to start a new game, so I think things are definitely missing.
I don't really know what that is. I'm on the vanilla Game of the Year version from Steam with MWSE, MGEXE and the Code Patch installed and I install all my Morrowind mods manually. But in any case I managed to fix it. I tried verifying the file integrity via Steam as a last-ditch attempt to fix it, and it worked. Not sure how repairing the base-game files managed to fix missing Tamriel Rebuilt assets, but it somehow did.
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Tamriel Rebuilt is proud to announce the release of update 25.05: Grasping Fortune!
This expansion centers on the Hlaalu capital of Narsis, a nexus of immense wealth and cruel injustice. Surrounding the city is the vast and dangerous hinterland of Shipal-Shin, whereas a number of Hlaalu and Redoran towns dot the shores of the Thirr river in the Coronati Basin region downstream of Narsis.
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.
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 thieves guild quest: Stolen Punavit.
Grognard says that Felms Ithul is “…west of here [Almas Thir]”
it is not west. It is directly north (slightly north east) of Almas Thirr. Please fix in next hot fix!
Here is my MWSE log, I can also supply the MiniDump, if required.
I have the feeling this part of the log may be relevant, but that's just guesswork. For the record, my TR Data is up-to-date:
I have also run CheckDisc, updated my drivers, yadayada, and this isn't happening with my other games.
UPDATE: With the kind assistance of NullCascade in the Morrowind Modding Discord, I've been able to fix the crash. It transpires that the rat mesh in "HQ Creatures" was conflicting.
I am playing OpenMW 0.48.
it still seems alright to me to demote house leadership of vvardenfell, because there seems to be some nuance in how a hortator is elected. every representative of a house in vvardenfell needs to agree, yes, but do they need to be councilors over the entirety of the house? even in canon, they're councilors of vvardenfell district in particular as per the colored books. while it would be an interesting exercise to see what it would take to get every hlaalu, redoran, and telvanni councilor across all of a fully-finished morrowind to agree to you as hortator, i'm concerned it could become a real slog to finish the main quest. i'm someone who prefers to get the main quest done first, then all the faction and local quests, and then any modded quests i may have lying around afterwards -- though i rarely manage to get it all done before i start another save, ha.
i'm not advocating for any specific change to happen, just giving my two cents. i like the idea of doing all the main quest stuff in main quest land (vvardenfell), thinking you're king of the world because you've conquered big boy mountain, and then getting to somewhere like narsis or anvil and realizing you haven't conquered jack. but more than that, i understand the idea of spreading out the appointments to the available tribes and houses. it hooks into the new content that the team has worked so hard on, it provides more options for the player to finish these quests, and playing games with the exact wording in which an order (or prophecy) was given to you is very much the dunmeri way. thank you for all you do, and the choice to play with or without faction integration is very, very much appreciated.