Map 3 NPC Claim #2 [Yeti]

After an exterior claim has been cleared by a review, the thread will be moved here. Discussion is still allowed.

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Post by Haplo »

Revoked per modder request.
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Post by Scamp »

Having cleaned my plate and due to some people requesting it I shall claim this shiny claim.
I will finish detailing and perhaps add some more clutter in the cities. :]
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Post by Haplo »

Granting.
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Post by Scamp »

There. 10 cells eaten... will do more at the weekend
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Post by Why »

Is there a specific story behind Hadrumnibibi? If not, can it be made a bit smaller and less griddy? Atm it doesn't really look like an inspired ruin.

I spent 20 minutes just gazing at Almas Thirr and Roa Dyr, by the way.
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Post by Scamp »

[url=http://scamp.blogspot.com/2011/02/map-3-detailing-a2.html]Finished[/url]

Sorry if I fucked up.


Interiors:

1. Manor (10, -24)

2. Building (10, -24)

3. OM Manor (10, -23)

4. Velothi Farmhouse (8, -22)

5. Indoril Manor (7, -22)

8. Shack (6, -22)

9. Building (6, -22)

10. Building (6, -23)

11. Sunken Ship (6, -27)

12. Roa Dyr: Storage (8, -27)

13. Roa Dyr: Hotel (9, -27)

14. Cave or grotto or whatever (9, -28)

15. Shack (8, -24)


Might be that I missed some...

Also, screenshots:

[url=http://img696.imageshack.us/img696/3940/mgescreenshot9u.jpg][img]http://img696.imageshack.us/img696/3940/mgescreenshot9u.th.jpg[/img][/url]

[url=http://img29.imageshack.us/img29/3327/mgescreenshot1n.jpg][img]http://img29.imageshack.us/img29/3327/mgescreenshot1n.th.jpg[/img][/url]

[url=http://img19.imageshack.us/img19/9448/mgescreenshot2.jpg][img]http://img19.imageshack.us/img19/9448/mgescreenshot2.th.jpg[/img][/url]

[url=http://img121.imageshack.us/img121/1879/mgescreenshot3u.jpg][img]http://img121.imageshack.us/img121/1879/mgescreenshot3u.th.jpg[/img][/url]

[url=http://img525.imageshack.us/img525/8317/mgescreenshot4.jpg][img]http://img525.imageshack.us/img525/8317/mgescreenshot4.th.jpg[/img][/url]

[url=http://img691.imageshack.us/img691/4117/mgescreenshot5q.jpg][img]http://img691.imageshack.us/img691/4117/mgescreenshot5q.th.jpg[/img][/url]

[url=http://img703.imageshack.us/img703/23/mgescreenshot6h.jpg][img]http://img703.imageshack.us/img703/23/mgescreenshot6h.th.jpg[/img][/url]

[url=http://img820.imageshack.us/img820/3052/mgescreenshot7.jpg][img]http://img820.imageshack.us/img820/3052/mgescreenshot7.th.jpg[/img][/url]

[url=http://img525.imageshack.us/img525/412/mgescreenshot8.jpg][img]http://img525.imageshack.us/img525/412/mgescreenshot8.th.jpg[/img][/url][/url]
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Post by Bloodthirsty Crustacean »

Super fabulous.

One tiny thing I'd note is that there are still lots of skeletons on that shipwreck a few meters up from Almas Thirr. They're very prominently visible to those of us without fancy water shaders, and kind of take away from the nice feel of the river. (That, and they'd have washed down stream by now/been rescued in the first place seeing as Almas Thirr is right on top of them)

Also, there's a dummy NPC and gondola hiding under one of the bridges - and do those ladders through the bridge really make sense? The game certainly won't like players using them, regardless - door markers can't understand water.
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Post by Scamp »

Thanks for the comment, BC. I didn't really care about the skeletons as they were already there, Tyrion should delete them in the review then, I guess.
On the ladder thing: I guess those are to access the houses on top of the bridge... I don't think it makes super sense, but since nobody complained earlier I thought it would probably be okay.
Sorry about the dummy NPC, I somehow missed that ._.
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Post by Aeven »

I made some small fixes for Scamp, which he agreed to. Nothing major.
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Post by Yeti »

Great job on this Scamp. This claim's wilderness and towns are really something to look at. :P

Might I suggest removing the giant Malacath statue at Hadrumnibibi? It's a little odd having a statue of one of the Bad Daedra right in sight of a Temple stronghold.
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Post by Bloodthirsty Crustacean »

Tell that to Ald Sotha. :P
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Post by Yeti »

Ald Sotha doesn't have an exterior statue :P

To be perfectly honest I just don't think the statue looks good where it is, and I think exterior Daedric statues are overused and overdone and this one in particular is overly-large... but that’s just my personal taste :v
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Post by Why »

I found having a big statue of the Lord of the exiled near a fortress that controls all travel along the Thirr to be quite fitting.
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Post by Haplo »

Why wrote:I found having a big statue of the Lord of the exiled near a fortress that controls all travel along the Thirr to be quite fitting.
I agree. It looks good, too.
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Post by SamirA »

I also agree it looks good, and quite imposing.
And that's how you get to Llama School.
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Post by Haplo »

So Scamp, is this finished now? Or is Aeven going to keep uploading "fixed" files for another month...
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Post by Scamp »

Shoot this off to review then.
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Post by Tyrion »

yes
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Post by Tyrion »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: A few minor aesthetic or picky errors. Nothing serious.

Well done.

Comments This is another great addition to the Thirr Valley.

Everyone has done a great job on this, and Scamp has done a great job putting this detailing claim together. The settlements look fantastic now that they're finished and nestled into the landscape around them. Almas Thirr is very impressive. Everything has a great atmosphere about it.

Rating 9.5/10
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"Imagination and memory are but one thing which for diverse considerations have diverse names."

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Post by Aeven »

I fixed the issues in Roa Dyr of the incorrect Northmarkers, and a gap caspering under the dockside. Also added store banners as appropriate in Roa Dyr. I had forgotten this.

Also fixed a hard-to-notice floating of the Roa Dyr bridges.

Also linked the in-canton Almas Thirr buildings. They were in the file, but somehow I and Scamp had forgotten to actually link them.

To be made interiors (not including Almas Thirr):

[10, -24] monastery/manor could be either
[10, -24] storage or slave/servant's quarters
[8, -22] Granary/farm storage. The actual farmers should be living in Dondril
[7, -22] Plantation manor. Owner holds guars
[6, -22] Watch tower
[6, -22] Farmer/laborer shack. Watches over the guars
[6, -23] Watch tower (these also monitor Thirr ships)
[8, -27] TR_ex_ind_building_06 Harbor storage of Roa Dyr
[8, -27] TR_ex_ind_building_06 Should be a general store. Also foods
[9, -27] EX_MH_building_04 Hotel for tourists to Roa Dyr
[6, -27] Shipwreck (might have been made, but it can't be found!)
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Post by Katze »

The missing shipwreck is i3-574-Ind.

Are the canalworks now linked to the access points on the bridge area?
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Post by Aeven »

The waistworks are connected to the canton city if that's what you mean. The level with the custom stuff.
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Post by Haplo »

Just to make sure, did you work from Tyrion's reviewed file?
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Post by Aeven »

I believe so. Do you see anything suggesting I didn't?
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Post by Haplo »

I just wanted to make sure, since your file name didn't have the suffix that Tyrion added.
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Post by Haplo »

Started reviewing this, finally. The top two rows of cells are looking good so far :-) Dondril feels much better now that it's nestled in some woods than in the hilly plains.

EDIT: Done with the top half. Can't wait to do the bottom half and get this thing approved.
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Post by Haplo »

Done with the review. The interiors in Aeven's post (maybe others?) still need to be linked.
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Post by Aeven »

Duplicate post (see arvisrend's post below)
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Post by arvisrend »

OK, so the connection works again (not for long, probably). Here's the full list:

TR_Map_3_Detailing_A2.esp 1/22/2012 (20:53) skraeling TR_ex_canton_floor Almas Thirr (6,-28) 54492 -224988 616 "there is a creek between this floor and the staircase that leads to it". Also that ex_vivec_w_01 thing between the floor and the staircase makes it hard to get from the staircase onto the floor without jumping

TR_Map_3_Detailing_A2.esp 1/22/2012 (20:53) skraeling in_velothismall_ndoor_01 TR-i3-602-Ind -288 -160 0 "this door should not be locked"
Why not?


TR_Map_3_Detailing_A2.esp 1/22/2012 (20:53) skraeling TR_de_r_desk_01_Wizard TR-i3-602-Ind -517 210 30 "legal to sleep here"

TR_Map_3_Detailing_A2.esp 1/22/2012 (20:53) skraeling vivec_grate_door_02 TR-i3-58 underworks 2112 5440 12047 "shouldn't this be linked to the outside?"
There is nowhere on the outside that door model could go.


TR_Map_3_Detailing_A2.esp 1/22/2012 (20:53) skraeling in_velothismall_ndoor_01 TR-i3-58 canalworks 2112 3904 15552 "door to nowhere"
Removed door and doorjamb

TR_Map_3_Detailing_A2.esp 1/22/2012 (20:53) skraeling in_velothismall_ndoor_01 TR-i3-58 canalworks 2112 5440 15552 "door to nowhere"
Removed door and doorjamb


TR_Map_3_Detailing_A2.esp 1/22/2012 (20:53) skraeling Terrain_rocks_AI_03 Thirr River Valley (7,-28) 58779 -224869 2120 "caspering"

TR_Map_3_Detailing_A2.esp 1/22/2012 (20:53) skraeling sc_paper plain TR_i3-408-ind 6271 5794 15680 "z-fighting with the floor"

TR_Map_3_Detailing_A2.esp 1/22/2012 (20:53) skraeling in_v_s_int_entrance_01 TR_i3-606-ind 3968 4608 15680 "northmarker in this cell opposite of what it should be"

TR_Map_3_Detailing_A2.esp 1/22/2012 (20:53) skraeling in_velothismall_ceiling_01 TR_i3-606-ind 3968 3392 15785 "massive low-texture stuff being used here, looks ugly"

TR_Map_3_Detailing_A2.esp 1/22/2012 (20:53) skraeling ex_velothi_window_01 TR-i3-58 plaza 3904 3659 11712 "this window has no counterpart on the inside. (the window on the 2nd floor is significantly higher)"
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Post by arvisrend »

TR_ex_ind_pier_01 Roa Dyr (9,-27) 75553 -215604 83 "i can see under this thing when i stand near the tree"

terrain_rock_ai_06 Thirr River Valley (7,-26) 62924 -206951 4465 "float"

ex_dae_ruin_platform_01 Hadrumnibibi (6,-25) 50551 -198580 1555 "float"

TR_furn_De_Rm_Drawers TR_i3-597 4281 3140 15663 "no pasaran (drawers too close to the door when door is open)"
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Post by Haplo »

Errors above have been dealt with. The interiors in Aeven's post (maybe others?) still need to be added. Can someone, TF or SamirA, check to see whether these have claims and/or have been finished?
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Post by Why »

How many fingers do I need to sacrifice to our reviewing overlords to get this ready for NPCing? BC has time and I'd hate to not have any claims for him.
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Post by arvisrend »

Terrain_rocks_AI_03 Thirr River Valley (7,-27) 64381 -214313 332 "casper"

TR_terrain_AI_rock_17 Thirr River Valley (7,-29) 61959 -229491 833 "ground tex mismatch here"

Ex_De_Docks_Gate Dondril (9,-22) 74153 -173420 1214 "road texture briefly disappears here. intention?"

TR_M3A2_Almalexia Dondril (9,-22) 77545 -177186 2080 "once Nemon is done adding his mountain pass Othrensis-Roa Dyr, this isn't going to be the easiest (in terms of combat) route to Almalexia anymore. better put a signpost to Darnim here."

terrain_rock_ai_10 Thirr River Valley (8,-28) 73438 -228767 392 "float"

Terrain_rocks_AI_03 Thirr River Valley (7,-27) 64381 -214313 332 "caspers"

----------------------------------------------------------

Also, some notes to whoever NPCs this thing. The Thirr river valley should be a very dangerless place, last but not least because it has lots of plantations and slaves working outdoors (but also because noobs will wind up here with no fighting skills and no equipment whatsoever, but possibly significant level due to reading many skillbooks). As a consequence, I've proposed the following enemy placement (these are all leveled creatures from the new TR_Data):

Near roads and near plantations: ("Near roads" mean "close enough to a road that it can attack someone walking the road"; please reckon in the wander radius!)

TR_stat_wild_d01: Very easy (doable for an absolute beginner) aggressive creatures (rat and kwama forager). I hope that we'll eventually have more variety in this levlist.

TR_stat_thirr_d01orp: The same, plus some harder but peaceful creatures for Thirr River Valley (velk, scrib, guar, netch). Again, these can be used on the roads.

TR_stc_rat, TR_stc_mouse(?), TR_stc_kwamafor, TR_Velk, TR_stc_netch*, TR_stc_scrib, TR_stc_guar: These are levlists containing only 1 creature each. They differ from the static creatures in that they respawn on killing.

Everywhere else in the TRV:

the above, plus:

TR_stat_wild_d05: Slightly harder (than d01) aggressive creatures (alit, nixhound, wild guar).

TR_stat_wild_d05ap: The same plus non-aggressive creatures of the same difficulty (guar and scrib).

TR_stc_alit, TR_stc_wildguar: Again, levlists with 1 creature only.

Occasional tough spots far from the roads might have kagoutis etc., but that should be the exception, not the rule.

So far my proposal. I'll be happy if you choose your own, but please no levelscaling and no diseased creatures.
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Post by Bloodthirsty Crustacean »

I guess the main questions are whether this file is missing any interiors; and whether or not it's going to need splitting in order to get merged neatly into the forthcoming releases. Is this all in Heartland, or are some bits going to be folded into Almalexia?
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Post by arvisrend »

It's missing several ints including (but not limited to) all of Dondril. Some are still in Reviewing:

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=23293

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=23243

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=23255

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=23289

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=23292

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=23291

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=23288

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=23290

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=23295

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=23294

http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=23261
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Post by Why »

I'd very much like this claim to end up in our Almalexia release, since that would mean our next release would contain all (significant) Indoril holdings. I don't think we made a formal decision on the matter yet though.
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Post by Haplo »

Now that TF has started finaling these interiors, I can start merging them in and then this claim can be ready for NPCing.
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Post by Thrignar Fraxix »

got sidetracked by helping a friend move, I will finish finalling tomorrow.
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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

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Tyrant
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Post by Tyrant »

Thrignar Fraxix wrote:got sidetracked by helping a friend move, I will finish finalling tomorrow.
Now there's a true friend! :P hehe
Mourn for us oppressed in fear
Chained and shackled, we are bound
Freedom choked in dread we live
Since Tyrant was enthroned
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Haplo
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Post by Haplo »

I'm working on merging the interiors that are approved now. I'll have a file uploaded later tonight.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
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