Burnt Out Ashlander Camp

Priority: 

Stage: 

  • Closed

Development Progress: 

100

Claim Type: 

Faction: 

Area: 

Description

CLAIM REVIEWED. Hold off merging until work on the Foul Murder starts. Revisions might be needed.

 

An Ashlander camp that was massacred by Ordinators, leaving no surivors. If the Ashlander ashkhan's corpse is present, "Sul" should be a part of his name. No interiors, unless the exterior dev wants to punish themselves by creating those, too. This should be located so that Drakehold is partway between it and Necrom, somewhere in the lands of TR_Mainland.

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Comments

Granted to trifxn. What is

Atrayonis's picture

Granted to trifxn.

What is not mentioned in the writeup: it would be really nice if the entire thing had some activators that would make the camp look devastated after the Morrowind main quest ends, so you could visit it before and after.
Since this is not supposed to have any interiors, it should not cause issues on the minimap.

Thank you for granting it to

trifxn's picture

Thank you for granting it to me!

I see. So you mean, before completing the main quest it is intact and has NPCs etc.

I'll try my best.

A side question though. Since

trifxn's picture

A side question though. Since I'm new to the team, I don't really know some basics. I need to ask you, which ESPs and ESMs should I check/activate in the Construction Set?

When working on claims, you

sirrah's picture

When working on claims, you should have the Morrowind, Tribunal, Bloodmoon and Tamriel_Data ESMs loaded.

Since this claim is located in Mainland, you should use the TR_Mainland.esp section file to find the location you want to work in, but once you've got your cells cut out into a seperate file, only the four ESMs above should be loaded alongside your ESP.

That looks like a camp which

Atrayonis's picture

That looks like a camp which would have interiors (which we specifically do not care to have) and it's way too big. We're not looking for something that's as big as the main tribes' ones are.

So I've got quite the problem

trifxn's picture

So I've got quite the problem. To work on this camp, I only opened up the Construction Set ONCE. I saved and closed it yesterday night. I checked the camp in-game and everything was okay. Now I can't find the ESP in the Construction Set, meaning I can't work on the file. It appears as an ESP in the Launcher, and in-game it's there, but I can't find the file in the Construction Set.

Okay so I don't know what the

trifxn's picture

Okay so I don't know what the fuss was all about, but apparently I just had to edit the file from .ESP to .esp. No idea.

Important question: I am not

trifxn's picture

!!!SOLVED!!!

Important question:

I am not sure what kind of fire I should use for the camp. I think the fire I added is a bit odd.

!!!SOLVED!!!

Everything's almost finished.

trifxn's picture

Everything's almost finished. All I need to do is fix and change a few little things, but other than that, it's done. I also need to find out how to make doors "inactive" so they can't be opened.

But there's something I really regret saying, but there's nothing I can do about it. I joined this project as an Exterior Developer, and I intend to work on what I know about. Unfortunately, I have no idea of scripitng. If anyone is willing to either help me add 2 different versions of the same camp, or do it themselves, I'd appreciate it. But at the moment, I am unable to do this task.

Thank you for letting me work on this.

As for having 2 versions of

Rot's picture

As for having 2 versions of the camp, it doesn't actually involve much scripting, and it would only require having one set of objects with one script (any objects that are already there and need to disappear in the second version) and another set of objects with a second script (those that aren't originally there and appear in the second version). Optionally that second set of objects could instead be regular objects placed by one script, but the first set of objects needs to be scripted for them to disappear. It's still a hassle and you have to re-create any "Static" objects in the "Activator" category, because statics can't have scripts. For this you may first need to unpack the model from the Morrowind.bsa archive and recreate its folder structure in the Data Files folder if they are not already there, to be able to point to the model's filepath when creating a new activator. Since data for the quest doesn't exist yet the scripts themselves can just be empty and disable by default:

 

 

 

 
 

Making doors "inactive": that sounds like tents that would need interiors, which may be a problem judging from the posts above. That said I don't know if there are ashlander tents that don't need interiors or enough elements to make an ashlander camp without these tents.
 
 

Description isn't very clear

Rot's picture

Description isn't very clear but yes, I think the idea is that the camp can't be used for anything else since it's getting destroyed so it doesn't warrant additional interiors,
but I don't know of any open yurts in the files so I'm not claiming a legit ashlander camp can be made out of whatever non-tent assets are available. Maybe some of the recently added overhangs can help, or maybe there's no way around making interiors for this.

I think we will soon come to

trifxn's picture

I think we will soon come to the realization that interiors are needed, in order for this camp to work properly.

But I will give those Overhangs a shot, maybe they'll help.

It's supposed to be a small

Atrayonis's picture

It's supposed to be a small camp of Nerevarine cult fanatics who need to be more mobile than even the nomadic Ashlanders because they've taken up raiding people in the Nerevarine's name.

There's a dozen minor Ashlander camps with no or only one Yurt in Morrowind themselves, so it's not unprecedenced. Setting this camp up around the dead Silt Strider as the only "big" structure, with a couple overhangs, sacks, rugs, and a bed for everyone, that's about right for it I think.

If trifxn absolutely insists on it, one actual Yurt interior is fine. More is overkill.

And update to this? It's been

Kevaar's picture

And update to this? It's been a couple months, and without some progres, I will be looking at revoking the claim.

Removed from title: "(UPDATE

Rot's picture

Removed from title: "(UPDATE coming soon, hold on please)"
it's better to make a post than change the title to reply, otherwise the page's URL changes

Happy to announce this will

trifxn's picture

Happy to announce this will be done tomorrow. Sorry for all the waiting, I ran into a few problems along the way.

Sorry for all the waiting. I

trifxn's picture

EDIT 2: 2 small things to fix
EDIT: 100% Completed!

Sorry for all the waiting. I wasn't pleased with my work so I decided to start over. It now has a more plausible location and also fits in better with the world.

It's 99% finished, really. I just need to fix the last remaining bugs! I added the scripts so that there is an intact version and a burned down version of the camp, and it is working well.

I'm sorry it took so long, I know it's really unprofessional, and I can guarantee this was the first and last Claim that will take me so long. I admit that the sole reason for it was the fact that the Script part kinda terrified me, and I just tried to avoid working on it, in time getting lazy. It turns out it only took me roughly 15 minutes.

-Since the camp is supposed

trifxn's picture

-Since the camp is supposed to be nomadic, I only added 2 medium sized tents. There are a couple of bedrolls near the fire and in the back of the camp I added a bunch of crates, sacks, barrels and clutter to give it a feel of "they arrived here, put all their junk somewhere in the back of the camp and they will take it with them when they leave". It is also fairly small, messy and claustrophobic to some degree.

This all gives it a sense of it being "nomadic".

It also has a marked map location named "Nomadic Ashlander Camp". The camp itself doesn't have a name like the other camps.

Also, the 2 doors to the tents have the "blocked" script, saying "This door is blocked".

There's also a small treasure chest in the little pond next to the camp that contains a new enchanted Dreugh Helmet made by me and that can be opened with a key found on the Ashkhan's body.

"This door is blocked" may be

Kevaar's picture

"This door is blocked" may be better changed to something more in-character. (The Ashlander inside refuses entry?) though making up interiors for the tents wouldn't take that long either.

Anyway, just dropping in to let you know it may be some time before this gets reviewed, as right now effort is focused on the Old Ebonheart release. I'm glad the scripting worked out!

I'll edit the script a little

trifxn's picture

I'll edit the script a little bit then. (only for those 2 doors of course, not altogether).

Also, since it will take longer for someone to begin reviewing it, I might just as well do some more changes to it. For example I've heard they are killing non-believers, so it's odd that only 1 of them has a weapon equipped.

Old Ebonheart release is

Rot's picture

Old Ebonheart release is upcoming and still in focus, so this claim probably still won't get a lot of attention before then

Alright then! We had a couple

Kevaar's picture

Alright then! We had a couple people look at this, and there's some issues. This was kind of a strange claim to begin with, drawing on scripting and interior skillsets just as much as exterior skillsets. Keeping that in mind:

General:
--please don't use zip for ESPs. Most claim ESPs are not big enough to need this, and it's just an extra step for the reviewer to go through to open that up.
--use the ESP version of TR_Mainland rather than the ESM TR_Mainland. This makes for easier merging on down the line.
--Overall, the camp is too big for our purposes. As mentioned before, it probably would have been better with no yurts needing interiors, instad making use of overhangs, those silt strider shells, campfires, etc.

Style Issues:
--There's style-mixing among some of the furniture you chose. For instance, wooden crates and furniture are relatively rare among Ashlanders (imagine hauling these things around on a guar). Also be checking IDs: you want "de", not "com".
--Dreugh helmet in the small chest. Dreugh armor is made out of carapaces, and so probably can't compress into that itty bitty chest. 
--may want to consider if the lock 100 is something the Ashlanders would have as well (primitive society, not much need for locks), though I get why you would want to make this helmet less easy to nab. 
--bedrolls outside in an area that rains. Poor wet Ashlanders.

Overall Verdict: As is, this claim wouldn't be a pass. Right now, we're also working on getting the Spring Release set up and ready to go, which puts off finishing out this claim and the associated Foul Murder claims possibly until next year sometimes. For this reason it's being closed out and put on hold.

Thank you for your enthusiasm up to this point. Exterior claims are a little thin right now unfortunately, as again, we're focused on the spring release. If you still want to contribute, I'd suggest trying out showcases for interiors, questing, or reviewing.