| Claim: i1-61-Tel |
Claimed by CleverClothe
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Status:
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Approved, 100% Complete
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Faction:
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House Telvanni
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Files:
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Description
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Contains both exterior and exterior work, but no landscaping, thus I'm making it available as an int claim.
(In cell 24,14, beside the road)
Should be built in overlapping stages of a quite small imperial fort going from a few (2-3) stages of under construction to fully constructed, plus a stage where it is badly damaged by Telvanni roots.
The exterior will have to be built entirely from activators made from the statics you want. The best way to build this will be each exterior in separate esp files, then merged. For each stage, attach a different set of blank scripts to the activators that should be present at that stage of building.
Post here if you don't understand, it's how Bethesda made the strongholds.
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Author
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Message
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CleverClothe
TR Modder
21 Aug 2003

Location: Everett, WA
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I would like to do this claim.
This sounds very interesting!
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Thu Oct 19, 2006 9:39 pm
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Massalinie
Honorary Member
12 Feb 2005

Location: Canada, MB
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I'm going to leave these interiors for Lud to grant (like sload grants the stirk ints), since I don't really know anything about them or what's going on with map1 quests.
--Mass--
_________________ Honorary Member
Ex-Head of Interiors and NPCs
"Eating our pies will provide you with enough strength to kill Dagoth Ur ! Actually you can kill Dagoth Ur with our pies." - Stalker
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Thu Oct 19, 2006 11:42 pm
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Lud
Honorary Member
27 Aug 2004

Location: Ireland
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Granting.
Remember, all statics used must be changed to activators.
There will be 4 different stages, each of which will add some new stuff. Add different blank scripts to the items added for each stage.
Use the following naming structure:
TR_m1_MQ_f(stage number)_(Item's orginal name)
Do not change the landscape, add only objects. (I'll vertex shade after merge)
Have fun!
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Tue Oct 24, 2006 4:03 pm
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CleverClothe
TR Modder
21 Aug 2003

Location: Everett, WA
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Should all the items in a given stage share the same script?
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Wed Oct 25, 2006 6:19 am
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Thrignar Fraxix
Administrator
06 Dec 2004

Location: Silnim
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logicly thinking, I would say yes. having a single scrpit for each stage would allow for the easiest switch from stage to stage, However I am not lud.
_________________ Reviewing Administrator
Morrowind Reviews: 1606
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
I'm not a fucking rainbow slot machine - Haplo
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Wed Oct 25, 2006 7:45 am
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Lud
Honorary Member
27 Aug 2004

Location: Ireland
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| CleverClothe wrote: |
| Should all the items in a given stage share the same script? |
Pretty much.
The only exception would be for any items that you want to be de-activated during the final stage, they will need a separate script.
Oh, and be acreful of the FPS. I tried to give you as central a location as possible, so it shouldn't be too much of a problem, as this will be a smallish fort anyway.
_________________ "It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
-Ophelia Benson
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Wed Oct 25, 2006 1:03 pm
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CleverClothe
TR Modder
21 Aug 2003

Location: Everett, WA
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Had some errands to run. But I started converting items for activators and tried to plan out the final look of the fort. I am not sure if I am happy enough with this look yet.
http://cleverclothe.googlepages.com/TR_i2_61_1_base01.JPG
[Edit: Updates!]
I got most (if not all) of the first stage of construction done.
http://cleverclothe.googlepages.com/TR_i2-61_f1_01.JPG
http://cleverclothe.googlepages.com/TR_i2-61_f1_02.JPG
http://cleverclothe.googlepages.com/TR_i2-61_f1_03.JPG
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Sun Oct 29, 2006 6:06 am
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CleverClothe
TR Modder
21 Aug 2003

Location: Everett, WA
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I have gotten a lot of work done on stage 2.
Also some not so up to date screenshots:
http://cleverclothe.googlepages.com/TR_i2-61_f1_04.JPG
http://cleverclothe.googlepages.com/TR_i2-61_f1_05.JPG
[Update.]
I have finished most of the two construction stages and the final stage of the fort (exteriors). I have added a clean, merged version of these three stages. I still need to do the destroyed fort and the interiors.
Pictures!
Stage 1 (construction)
Stage 2 (construction)
Stage 3 (finished)
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Mon Nov 06, 2006 2:08 am
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CleverClothe
TR Modder
21 Aug 2003

Location: Everett, WA
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New version. Interrior is fleshed out, but I still need to finish detailing. Also need to do the destroyed fort stage.
The placeholder scripts have test code for changing the stages. You will need to create a global named "TR_m1_MQ_f" and compile the scripts first to use them.
I also have the exterior doors linked for easier testing.
[Edit: New test version!]
I have added the destroyed fort stage.
Claim is nearly done. This version includes linked exterior doors and working scripts in order to test easier.
No NPCs, creatures or pathgrid.
Use the "TR_m1_MQ_f" variable to change the fort. Stages are 1-4.
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Tue Nov 21, 2006 8:22 pm
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CleverClothe
TR Modder
21 Aug 2003

Location: Everett, WA
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Claim done and ready for review. Use top version at the beginning of thread to review.
There are three cells TR_i1-61 (Ex), TR_i1-61_Keep, and TR_i1-61_Tower.
For the fort under attack stage, I planned at least 4 possible locations for survivors and/or objectives.
1. Just inside main door to Keep
2. On top of the tower
3. In the Imperial Cult room
4. On the top floor or roof of the Keep
Stage Explanation:
Stage 1: First Construction
+ Enable TR_m1_MQ_f1 (Permanent objects)
+ Enable TR_m1_MQ_f1c (Construction objects)
+ Enable TR_m1_MQ_f1d (Objects that get destroyed)
Stage 2: Second Construction
+ Enable TR_m1_MQ_f2 (Permanent objects)
+ Enable TR_m1_MQ_f2c (Construction objects)
+ Enable TR_m1_MQ_f2d (Objects that get destroyed)
- Disable TR_m1_MQ_f1c (Construction objects)
Stage 3: Fort Complete
+ Enable TR_m1_MQ_f3 (Permanent objects)
- Disable TR_m1_MQ_f2c (Construction objects)
Stage 4: Fort Attacked by Roots
+ Enable TR_m1_MQ_f4 (Permanent objects)
- Disable TR_m1_MQ_f1d (Objects that get destroyed)
- Disable TR_m1_MQ_f2d (Objects that get destroyed)
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Mon Nov 27, 2006 1:17 am
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Lud
Honorary Member
27 Aug 2004

Location: Ireland
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I've had a wander around it, and it looks great!
There's just a couple issue that needs to be addressed before it goes for a full review:
-In most of the places where the roots break throught the walls, there's no broken bricks or such. Adding a few would make the place look much better.
-(Minor issue) You use a dunmer shack part outside the fort. Maybe you could replace it with something else?
_________________ "It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
-Ophelia Benson
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Wed Nov 29, 2006 3:20 pm
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CleverClothe
TR Modder
21 Aug 2003

Location: Everett, WA
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Ok, I'll add more bricks. Wasn't sure about face count.
The awnings were to try to create a "work shed" kind of thing durring the constuction phases. But they still don't look quite right. I'll remove them.
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Thu Nov 30, 2006 2:53 am
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CleverClothe
TR Modder
21 Aug 2003

Location: Everett, WA
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- Added more bricks
- Removed shack awnings (they can be added back if desired)
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Sat Dec 02, 2006 11:50 pm
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Haplo
Administrator
30 Aug 2003

Location: Celibacy
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Awesome awesome sauce, CC.
_________________ Head of Morrowind & Morrowind Data Files
[06/19/2012 04:15AM] <+Cat> table stabbing is apparently a really popular sport in morrowind
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Sun Dec 03, 2006 12:01 am
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CleverClothe
TR Modder
21 Aug 2003

Location: Everett, WA
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Lets see if I can make it to the review form from here.
*grabs bat*
*SMACK!*
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Sat Dec 09, 2006 5:53 am
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Lud
Honorary Member
27 Aug 2004

Location: Ireland
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Approved
:)
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Thu Jan 04, 2007 11:22 pm
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