i3-269-Imp
Moderators: Seneca37, Lead Developers
i3-269-Imp
Claim type: Interior
Claim ID: TR_i3-269-Imp (#790)
Faction: Imperial
Parent claim: TR_3-24-Imp (#128)
Claimed by: EJRS
Status: Approved (Progress: 80%)
Location: 1:(816, -2579):0
Files: TR_i3-269-Imp_EJRS_1.esp; TR_i3-269-Imp_Peterboy_2.esp; TR_i3-269-Imp_Thrignar Fraxix_1.esp
---
Old Ebonheart East #38: A hostel run by the Imperial Cult, mostly housing/employing runaway slaves until they have enough money to ship home. http://img69.imageshack.us/img69/9845/oeeast.jpg
High priority due to being OE
Claim ID: TR_i3-269-Imp (#790)
Faction: Imperial
Parent claim: TR_3-24-Imp (#128)
Claimed by: EJRS
Status: Approved (Progress: 80%)
Location: 1:(816, -2579):0
Files: TR_i3-269-Imp_EJRS_1.esp; TR_i3-269-Imp_Peterboy_2.esp; TR_i3-269-Imp_Thrignar Fraxix_1.esp
---
Old Ebonheart East #38: A hostel run by the Imperial Cult, mostly housing/employing runaway slaves until they have enough money to ship home. http://img69.imageshack.us/img69/9845/oeeast.jpg
High priority due to being OE
- Massalinie
- Developer Emeritus
- Posts: 1670
- Joined: Sat Feb 12, 2005 12:08 pm
- Location: Canada, MB
- Contact:
- Massalinie
- Developer Emeritus
- Posts: 1670
- Joined: Sat Feb 12, 2005 12:08 pm
- Location: Canada, MB
- Contact:
- Massalinie
- Developer Emeritus
- Posts: 1670
- Joined: Sat Feb 12, 2005 12:08 pm
- Location: Canada, MB
- Contact:
Ok, here it is finished. Sorry it took so damned long, but i laimed it just before i moved and i was unable to work for a month and a half. So here it is finished at last.
(i think this is the first time ive submitted anything, so MM are my initials, for Massalinie Malen which is my name on the internet)
erm.. its up there as well.. apparantly
(i think this is the first time ive submitted anything, so MM are my initials, for Massalinie Malen which is my name on the internet)
erm.. its up there as well.. apparantly
-
- Developer Emeritus
- Posts: 1649
- Joined: Tue Aug 17, 2004 5:12 am
- Location: DC, USA
-
- Developer Emeritus
- Posts: 2029
- Joined: Wed Feb 02, 2005 12:20 am
- Location: Kah-nah-duh
- Contact:
I. TESAME: Dirty. Delete all the cells that you modified. i.e Vivec, etc.
II: LOADING: No problems in CS or gameplay.
III. GENERAL: Missing NorthMarker. You didnt change the ambient settings.
IV: Review:
i. Bottom Floor:
-I don't see why you've put a vivec trapdoor in an imperial building. Use imperial trapdoors, such as those in the guard towers.
-Please use gridsnap to properly put these tiles together.
-Detail this level, there are only a few beds. Add tables, chairs, lamps, etc.
-The trapdoor doesnt fit properly.
ii. Middle Floor:
-This is not too detailed. Add more weapons racks, crates, etc.
-The counter is not detailed. You need to add alot more arrows to cover the counters. Probably add a small chest of gold or something there too.
-Again, please use gridsnap.
iii. Top floor:
-Alot of ! marks, but you already explained on msn...
-The winerack needs some more bottles in it.
-The placement of the knives on the hutch looks pretty boring. Randomize it more, unless the person living here is a neat freak.
-The plates in the hutch partially bleed.
-Use gridsnap.
-The lightbulb has no apparent purpose there. The candle on the table already emits light.
-The shelf needs more detailing.
V. CONCLUSION: This interior needs ALOT of detailing, and needs to be gridsnaped. Floaters and bleeders are not a big concern here.
FINAL RATING: 6.5/10
II: LOADING: No problems in CS or gameplay.
III. GENERAL: Missing NorthMarker. You didnt change the ambient settings.
IV: Review:
i. Bottom Floor:
-I don't see why you've put a vivec trapdoor in an imperial building. Use imperial trapdoors, such as those in the guard towers.
-Please use gridsnap to properly put these tiles together.
-Detail this level, there are only a few beds. Add tables, chairs, lamps, etc.
-The trapdoor doesnt fit properly.
ii. Middle Floor:
-This is not too detailed. Add more weapons racks, crates, etc.
-The counter is not detailed. You need to add alot more arrows to cover the counters. Probably add a small chest of gold or something there too.
-Again, please use gridsnap.
iii. Top floor:
-Alot of ! marks, but you already explained on msn...
-The winerack needs some more bottles in it.
-The placement of the knives on the hutch looks pretty boring. Randomize it more, unless the person living here is a neat freak.
-The plates in the hutch partially bleed.
-Use gridsnap.
-The lightbulb has no apparent purpose there. The candle on the table already emits light.
-The shelf needs more detailing.
V. CONCLUSION: This interior needs ALOT of detailing, and needs to be gridsnaped. Floaters and bleeders are not a big concern here.
FINAL RATING: 6.5/10
"Idleness and lack of occupation tend - nay are dragged - towards evil."
-Hippocrates
-Hippocrates
TESAME: NOT CLEAN
Errors when Loading in CS:
- None
- These objects appeared as the cursed yellow diamond though, and I was forced to delete them for review purposes, and therefore were not reviewed:
*TR_a_fltchng_kit
*TR_a_featherbox
*TR_a_bone_arwshfts
*TR_a_a_bag01
*TR_a_featherbox
*TR_a_aloy_arwshfts
*TR_a_arhdbag_metal
*TR_a_arhdbag_stone
Lighting:
- Does not match other imperial interiors
- Remove white_1024_01, its too big and too powerful
NorthMarker:
- None to speak of
General Errors:
- Why was this made FROM OoT? (Quote from "Data Files" window):
*Created by: Tamriel Rebuilt
*Summary: This file contains all of Objects of Tamriel(OOT) collection.
(And I'm inclined to believe what it says, based upon the shear amount of IDs not cleaned in TESAME)
- Should be illegal to sleep here
- Doesn't use Gridsnap
- Needs some detailing
- The bows hung on the wall look like they would fall; maybe add another Furn_Uni_Weaponrack_01 for balancing purposes?
- Though its more for aesthetics than an error, a lot of the com_sack_01*'s in the basement are stacked simply one on top of another. It wouldn't hurt if one or two had slid slightly off the one it had been stacked upon, or something like
- tsk tsk... mixing de and com...
- it wouldn't hurt to have some more items on the bar for sale... perhaps some bows?
- in_c_door_wood_square; every one has a crack between its and the doorframe;
- in_c_pillar_stone next to the door jamb looks odd
- light_com_rm_chandelier_05; not a fan of the placement of them; for every room that they are placed in, there should be only one, and they should be centered on an intersection of a beam
Remove/Replace:
- in_v_s_trapdoor_01; replace with in_com_traptop_01; similar situation with the trapbottom
Floaters/Bleeders:
- EVERYTHING in the basement sleeping room floats (besides the pillars) (I won't list them individually)
- bk_BriefHistoryEmpire1 bleeds just barely noticeably into the bookshelf
- bk_BriefHistoryEmpire4 floats slightly above the book it should rest upon
- bonemold arrow, dire sparkarrow, iron arrow, steel arrown and viper arrow (all) float above what they're respectively on due to the back end of the arrows, which will have to be bled down to correct this (of course, arrows are small, and this could conceivably be ignored)
- bookskill_marksman1 bleeds into the biography next to it
- com_sack_01 floats slightly above the crate its on
- Com_Sack_02_Gold_05 bleeds just a little too much into the shelf its on
- furn_com_rm_table_04 floats
- in_c_doorframe_01 floats away from the wall; should probably use an "entrance" tile and a in_c_djamb_plain_square tile for this instead
- in_c_pillar_stone; some are texture-bleeding with the parts of a pillar from the in_c_stone_corner pieces; in the storage room, this is most noticeable (I propose making the storage room 1X2 tiles to correct this, but using the same amount of containers, if possible. This would eliminate the emptiness of the storage room the way it is)
- in_c_pillar_wood (next to the bed) bleeds into the floor, causing the top to float away from the ceiling
- light_de_candle_02 bleeds into the shelf its on
- misc_com_metal_goblet_02 (all) bleeds into the shelf its on
- misc_com_metal_plate_05 (all) bleeds into the shelf its on
- misc_com_redware_pitcher bleeds into the shelf its on
- misc_com_redware_vase ditto here
Rating: 5
A lot of the errors seem to be related to the not using of GridSnap. Detailing could really use some work, but I think that all those little yellow diamonds were probably detailing. Overall, its nice, but too generic in most places. Fix and include.
Errors when Loading in CS:
- None
- These objects appeared as the cursed yellow diamond though, and I was forced to delete them for review purposes, and therefore were not reviewed:
*TR_a_fltchng_kit
*TR_a_featherbox
*TR_a_bone_arwshfts
*TR_a_a_bag01
*TR_a_featherbox
*TR_a_aloy_arwshfts
*TR_a_arhdbag_metal
*TR_a_arhdbag_stone
Lighting:
- Does not match other imperial interiors
- Remove white_1024_01, its too big and too powerful
NorthMarker:
- None to speak of
General Errors:
- Why was this made FROM OoT? (Quote from "Data Files" window):
*Created by: Tamriel Rebuilt
*Summary: This file contains all of Objects of Tamriel(OOT) collection.
(And I'm inclined to believe what it says, based upon the shear amount of IDs not cleaned in TESAME)
- Should be illegal to sleep here
- Doesn't use Gridsnap
- Needs some detailing
- The bows hung on the wall look like they would fall; maybe add another Furn_Uni_Weaponrack_01 for balancing purposes?
- Though its more for aesthetics than an error, a lot of the com_sack_01*'s in the basement are stacked simply one on top of another. It wouldn't hurt if one or two had slid slightly off the one it had been stacked upon, or something like
- tsk tsk... mixing de and com...
- it wouldn't hurt to have some more items on the bar for sale... perhaps some bows?
- in_c_door_wood_square; every one has a crack between its and the doorframe;
- in_c_pillar_stone next to the door jamb looks odd
- light_com_rm_chandelier_05; not a fan of the placement of them; for every room that they are placed in, there should be only one, and they should be centered on an intersection of a beam
Remove/Replace:
- in_v_s_trapdoor_01; replace with in_com_traptop_01; similar situation with the trapbottom
Floaters/Bleeders:
- EVERYTHING in the basement sleeping room floats (besides the pillars) (I won't list them individually)
- bk_BriefHistoryEmpire1 bleeds just barely noticeably into the bookshelf
- bk_BriefHistoryEmpire4 floats slightly above the book it should rest upon
- bonemold arrow, dire sparkarrow, iron arrow, steel arrown and viper arrow (all) float above what they're respectively on due to the back end of the arrows, which will have to be bled down to correct this (of course, arrows are small, and this could conceivably be ignored)
- bookskill_marksman1 bleeds into the biography next to it
- com_sack_01 floats slightly above the crate its on
- Com_Sack_02_Gold_05 bleeds just a little too much into the shelf its on
- furn_com_rm_table_04 floats
- in_c_doorframe_01 floats away from the wall; should probably use an "entrance" tile and a in_c_djamb_plain_square tile for this instead
- in_c_pillar_stone; some are texture-bleeding with the parts of a pillar from the in_c_stone_corner pieces; in the storage room, this is most noticeable (I propose making the storage room 1X2 tiles to correct this, but using the same amount of containers, if possible. This would eliminate the emptiness of the storage room the way it is)
- in_c_pillar_wood (next to the bed) bleeds into the floor, causing the top to float away from the ceiling
- light_de_candle_02 bleeds into the shelf its on
- misc_com_metal_goblet_02 (all) bleeds into the shelf its on
- misc_com_metal_plate_05 (all) bleeds into the shelf its on
- misc_com_redware_pitcher bleeds into the shelf its on
- misc_com_redware_vase ditto here
Rating: 5
A lot of the errors seem to be related to the not using of GridSnap. Detailing could really use some work, but I think that all those little yellow diamonds were probably detailing. Overall, its nice, but too generic in most places. Fix and include.
"When you find out someone's sleeping with your wife, you want to kill the f***er"
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
- Massalinie
- Developer Emeritus
- Posts: 1670
- Joined: Sat Feb 12, 2005 12:08 pm
- Location: Canada, MB
- Contact:
- Massalinie
- Developer Emeritus
- Posts: 1670
- Joined: Sat Feb 12, 2005 12:08 pm
- Location: Canada, MB
- Contact:
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
TESAME: Clean
Fits exterior: Yes
Northmarker set: Yes
Loading errors: No
Review: BASEMENT:
good
1ST FLOOR:
neither in_c_door_wood_square is in it's jam
the 4 bonemold arrow all float
Should this guy be selling a chitin bow?
2ND FLOOR:
should there be 3 skill books in one int?
Comments since it doesn't fit the exterior, I don't know what to say, If you feel like reworking this one Mass, then go for it. It looked good until I looked at the ext.
Rating 5/10
Fits exterior: Yes
Northmarker set: Yes
Loading errors: No
Review: BASEMENT:
good
1ST FLOOR:
neither in_c_door_wood_square is in it's jam
the 4 bonemold arrow all float
Should this guy be selling a chitin bow?
2ND FLOOR:
should there be 3 skill books in one int?
Comments since it doesn't fit the exterior, I don't know what to say, If you feel like reworking this one Mass, then go for it. It looked good until I looked at the ext.
Rating 5/10
Last edited by Thrignar Fraxix on Tue Oct 17, 2006 10:01 pm, edited 1 time in total.
- Massalinie
- Developer Emeritus
- Posts: 1670
- Joined: Sat Feb 12, 2005 12:08 pm
- Location: Canada, MB
- Contact:
I think maybe you're looking at the wrong one...
It's really small and hard to see on the map but it's this one:
[img]http://img.photobucket.com/albums/v642/massalinie/Old_Ebonheart_02-.jpg[/img]
[img]http://img.photobucket.com/albums/v642/massalinie/i3-269.jpg[/img]
And it does fit the exterior. This may have been my first interior but it does fit
Windows are as correct as I could get them. There are two long windows on the top floor, there is no existing window for interiors so I used two small ones instead. I believe this was recommended to me but i forget by whom. The windows are also in the correct places.
It's really small and hard to see on the map but it's this one:
[img]http://img.photobucket.com/albums/v642/massalinie/Old_Ebonheart_02-.jpg[/img]
[img]http://img.photobucket.com/albums/v642/massalinie/i3-269.jpg[/img]
And it does fit the exterior. This may have been my first interior but it does fit
Windows are as correct as I could get them. There are two long windows on the top floor, there is no existing window for interiors so I used two small ones instead. I believe this was recommended to me but i forget by whom. The windows are also in the correct places.
Last edited by Massalinie on Tue Oct 17, 2006 9:53 pm, edited 4 times in total.
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
I am pretty sure I was looking at the right one, I will check again, then edit the results in here (I will also DL the latest map 3 version, I hope I haven't screwed anyone over by not doing this already...)
Edit1: it was really more of the windows than the shape and northmarker. (No I haven't made it there yet)
Edit2: I had the most up to date version, I will still look again though
EDIT3:[img]http://i17.photobucket.com/albums/b94/ThrignarFraxix/untitled-1.jpg[/img]
J00 5|_|x, wrong windows me thinks
Edit1: it was really more of the windows than the shape and northmarker. (No I haven't made it there yet)
Edit2: I had the most up to date version, I will still look again though
EDIT3:[img]http://i17.photobucket.com/albums/b94/ThrignarFraxix/untitled-1.jpg[/img]
J00 5|_|x, wrong windows me thinks
Last edited by Thrignar Fraxix on Tue Oct 17, 2006 9:49 pm, edited 1 time in total.
- Massalinie
- Developer Emeritus
- Posts: 1670
- Joined: Sat Feb 12, 2005 12:08 pm
- Location: Canada, MB
- Contact:
Actually there are two windows, one on the front and one on the side. And no interior should ever be only 1 space wide. That would be ridiculousThrignar Fraxix wrote: way too many windows, there should only be one window at the very front. The interior also looks as though it should be 1 space wide,
Edit:
Massalinie wrote:Windows are as correct as I could get them. There are two long windows on the top floor, there is no existing window for interiors so I used two small ones instead. I believe this was recommended to me but i forget by whom. The windows are also in the correct places.
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
FIXED!
Lowered the Arrows, and locked the door to 2 of the skill books. I left the chitin bows in because I figured the imperial dude could be selling them.
Lowered the Arrows, and locked the door to 2 of the skill books. I left the chitin bows in because I figured the imperial dude could be selling them.
- Attachments
-
- Clean TR_i3-269-Imp_Massalinie_1.esp
- (20.33 KiB) Downloaded 11 times
Reviewing Administrator
Morrowind Reviews: 1640
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
Fun is bad - Haplo
Morrowind Reviews: 1640
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
Fun is bad - Haplo
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
Claiming!
Three-storey, 3*3 with one corner cut out, this is my first com interior yeah! Plain tileset, com_rm furniture.
downstairs is a soup-kitchen, first floor a little chapel, and on the second floor are bedroom and storage room for the missionaries.
Can I add some de items, because of the Tribunal connection? Like temple banners, lecturn?
Three-storey, 3*3 with one corner cut out, this is my first com interior yeah! Plain tileset, com_rm furniture.
downstairs is a soup-kitchen, first floor a little chapel, and on the second floor are bedroom and storage room for the missionaries.
Can I add some de items, because of the Tribunal connection? Like temple banners, lecturn?
"A sick thought can devour the body’s flesh more than fever or consumption"
- Katze
- Developer Emeritus
- Posts: 2341
- Joined: Thu Feb 26, 2009 3:29 pm
- Location: Behind you!
- Contact:
2-3 sounds fine. Also the style-mixing is acceptable by my reckoning, I don't see anything offensively wrong.
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK
"You say a lot of things. And how does that work? You're a bicycle"
Tea is important.
"You say a lot of things. And how does that work? You're a bicycle"
Tea is important.
TESAME: Clean
Fits exterior: Yes
Northmarker set: Yes
Loading errors: No
Review:
-adjusted the northmarker a bit
-misc_com_bottle_10 was slightly floating (x3)
-minor adjustments (x11)
-in_com_trapbottom_01 was caspering and bleeding so that it could be seen in the first floor
-ingred_scuttle_01 was being awkward (x4)
-misc_com_broom_01 was floating
-TR_cont_basket_01 was floating
Comments Nice place with the right feel, some errors here and there though.
Rating 8.67/10
Fits exterior: Yes
Northmarker set: Yes
Loading errors: No
Review:
-adjusted the northmarker a bit
-misc_com_bottle_10 was slightly floating (x3)
-minor adjustments (x11)
-in_com_trapbottom_01 was caspering and bleeding so that it could be seen in the first floor
-ingred_scuttle_01 was being awkward (x4)
-misc_com_broom_01 was floating
-TR_cont_basket_01 was floating
Comments Nice place with the right feel, some errors here and there though.
Rating 8.67/10
- Attachments
-
- TR_i3-269-Imp_Peterboy_2.esp
- (17.29 KiB) Downloaded 9 times
"Scamp you are the wonderboy" - Praedator
[url=http://scamp.blogspot.com/][img]http://i.imgur.com/Ea8ABeM.png[/img][/url]
[url=http://scamp.blogspot.com/][img]http://i.imgur.com/Ea8ABeM.png[/img][/url]
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
I'd be interested in doing this one.
Looking at the brief description, here is a few thoughts to expand on the concept:
The idea of a Cult hostel housing ex-slaves until they can afford passage home seems a bit too bare bones for plausibility. In my opinion, it would make more sense if the Cult also provided some simple means of scraping the necessary septims together. I would like to include a workshop for the production of simple crafts (pottery, cooping, recycling ropes for oakum, wicker weaving, simple carpentry - you get the idea). My thought is that contracts would largely be provided by the imperial administration and navy. Providing a fort the size of the one in OE, along with several naval vessels and personell, with pots, jugs, barrels for storage, all manner of utensils and so on, along whatever mending, replacing and recycling that needs to be done, would no doubt call for a good source of cheap labour.
I find that this would provide some characterful and believable moral greyscale, along with giving the hostel some connection with the larger picture of OE.
Occupants (I know, they won't be my task to design, but just to give a general idea of what I'm aiming for):
Three representatives of the Imperial Cult, one being the top man of the operation, along with two low-ranking members.
A score of ex-slaves.
Layout:
The layout of the building would remain pretty much the same as in the last approved versions, but with the addition of a basement.
Ground floor(in_c_plain) would be either the workshop, or a small and simple imperial shrine. What doesn't end up on the ground floor would instead occupy the basement(in_c_stone), along with the meager lodgings of the two low-ranking cult members.
Middle floor(in_c_plain) would hold a simple dining/common room, along with the slightly more comfortable room of the higher ranking cult member.
Top floor(in_c_plain, reached by ladder to save space) would hold bunks along with some bedrolls for the runaway slaves.
Austere, cramped, making the most of the scarce resources avaiable, with a building appriopriated rather than built for the purpose.
What do you think, too much?
Looking at the brief description, here is a few thoughts to expand on the concept:
The idea of a Cult hostel housing ex-slaves until they can afford passage home seems a bit too bare bones for plausibility. In my opinion, it would make more sense if the Cult also provided some simple means of scraping the necessary septims together. I would like to include a workshop for the production of simple crafts (pottery, cooping, recycling ropes for oakum, wicker weaving, simple carpentry - you get the idea). My thought is that contracts would largely be provided by the imperial administration and navy. Providing a fort the size of the one in OE, along with several naval vessels and personell, with pots, jugs, barrels for storage, all manner of utensils and so on, along whatever mending, replacing and recycling that needs to be done, would no doubt call for a good source of cheap labour.
I find that this would provide some characterful and believable moral greyscale, along with giving the hostel some connection with the larger picture of OE.
Occupants (I know, they won't be my task to design, but just to give a general idea of what I'm aiming for):
Three representatives of the Imperial Cult, one being the top man of the operation, along with two low-ranking members.
A score of ex-slaves.
Layout:
The layout of the building would remain pretty much the same as in the last approved versions, but with the addition of a basement.
Ground floor(in_c_plain) would be either the workshop, or a small and simple imperial shrine. What doesn't end up on the ground floor would instead occupy the basement(in_c_stone), along with the meager lodgings of the two low-ranking cult members.
Middle floor(in_c_plain) would hold a simple dining/common room, along with the slightly more comfortable room of the higher ranking cult member.
Top floor(in_c_plain, reached by ladder to save space) would hold bunks along with some bedrolls for the runaway slaves.
Austere, cramped, making the most of the scarce resources avaiable, with a building appriopriated rather than built for the purpose.
What do you think, too much?
- Andres Indoril
- Senior Developer
- Posts: 1459
- Joined: Fri Jan 13, 2006 9:01 pm
- Location: Lost.... Somewhere?
- Contact:
I think he did, Rats.
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
Here is the first attempt. To clutter more or not to clutter more?
- Attachments
-
- TR_i3-269-Imp_EJRS.esp
- IC Hostel/Workhouse
- (22.25 KiB) Downloaded 96 times
TESAME: Clean
Fits exterior: No
NO. size should be 2 x 2 x 3 with one (1 x 1 x 3) corner removed. Current size is 3 x 3 x 3 + basement with one (1 x 1 x 3) corner removed. Allowing increase in size. Also there are NO interior pieces that match ex_common_window_02.
Northmarker set: Yes
Loading errors: No
Review: Clean: Y (Has Path Grids)
Ambient/Sunlight/illegal-to-sleep-here: ok/ok/yes
Northmarker: y
Correct TileSet: Y
Books: OK
Container Contents: OK
Items Rotated enough: Yes
Has PathGrid: Yes (and checked)
CHANGES MADE
Cell Name changed to TR_i3-269
FLOATERS
furn_com_pm_chair_02 (4578, 3518, 17233)
furn_com_pm_chair_02 (4711, 3208, 17233)
furn_com_pm_chair_02 (4725, 3366, 16977)
furn_com_pm_chair_02 (4738, 3258, 16977)
furn_com_pm_chair_02 (4835, 3580, 16977)
furn_com_pm_chair_02 (4845, 3256, 16977)
furn_com_pm_chair_02 (4845, 3367, 16977)
light_com_lamp_01 (4635, 3610, 17098)
misc_com_bottle_03 (4851, 3159, 17290)
misc_com_bottle_05 (4471, 3174, 17476)
Gold_001 (4764, 3472, 17037)
BLEEDERS
active_com_bed_03 (4284, 2957, 17245) Into corner
furn_crate_open_01 (4428, 3257, 17501) Into floor
furn_crate_open_01 (4472, 3130, 16989) Into column
furn_crate_open_01 (4753, 3342, 16733) Into floor
furn_log_04 (4534, 3580, 17492) Into log-iron
in_nord_fireplace_01 (4544, 3635, 17489) Into top fireplace
misc_com_bottle_05 (4468, 3186, 17488) Into floor
misc_com_broom_01 (4400, 3102, 17525) Into column
Misc_Com_Redware_Cup (4493, 3573, 17580) Into fireplace
light_com_candle_09_64 (4842, 3478, 17044) Into alter
MINOR FLOAT
misc_com_wood_spoon_01 (4822, 3225, 17275)
furn_log_04 (4441, 3626, 17235)
MINOR BLEED
barrel_01 (4365, 3104, 17505) Into floor
furn_com_rm_chair_03 (4461, 3524, 16740) Into floor
furn_com_rm_chair_03 (4530, 3597, 16740) Into floor
furn_com_rm_table_05 (4470, 3594, 16732) Into corner
furn_log_04 (4441, 3610, 17220) Into fireplace
misc_com_redware_flask (4824, 3370, 16850) Into shelf
misc_com_wood_cup_02 (4420, 3249, 17538) Into crate
TR_furn_barrel_top01 (4236, 2923, 16979) Into floor
CASPERING
misc_hook (4733, 3585, 17282) – rotated to hide casper
OTHER ISSUES
common_robe_01 (4674, 3435, 16739) Not bleeding enough
common_shirt_01 (4723, 3220, 17514) Not bleeding enough
ex_common_door_01 (4544, 2898, 17058) Gap at top of door
misc_de_bowl_orange_green_01 PERSONAL PREFERENCE Minor float
light_com_candle_09_64 (both) Ownership
There is still some minor bleeding of the 2nd floor fireplace into the 3rd floor fireplace – should not be observable in-game.
The stone columns in the basement are odd. There are several instances of free standing columns placed over built-in columns – but at an odd offsets. I've check for overlapping issues – but did not see any. I don't think this should be an issue.
ITEMS ADDED
furn_log_04 (4535, 3587, 17501)
In_Lava_Blacksquare outside exterior door to hide top/bottom gaps
The file below has all the above changes.
Comments Very well done. Some very nice placement (basket on hook).
Do not copy items from other cells – sometimes causes ownership issues – as you had.
Note to Final Reviewer: This is the first cell, that I've reviewed, that had a Pathgrid. I tested it with a companion (Calvus Horatius). He easily moved around the rooms and up and down the stairs. I am not sure what else should be done with pathgrids.
Rating 9 out of 10
Fits exterior: No
NO. size should be 2 x 2 x 3 with one (1 x 1 x 3) corner removed. Current size is 3 x 3 x 3 + basement with one (1 x 1 x 3) corner removed. Allowing increase in size. Also there are NO interior pieces that match ex_common_window_02.
Northmarker set: Yes
Loading errors: No
Review: Clean: Y (Has Path Grids)
Ambient/Sunlight/illegal-to-sleep-here: ok/ok/yes
Northmarker: y
Correct TileSet: Y
Books: OK
Container Contents: OK
Items Rotated enough: Yes
Has PathGrid: Yes (and checked)
CHANGES MADE
Cell Name changed to TR_i3-269
FLOATERS
furn_com_pm_chair_02 (4578, 3518, 17233)
furn_com_pm_chair_02 (4711, 3208, 17233)
furn_com_pm_chair_02 (4725, 3366, 16977)
furn_com_pm_chair_02 (4738, 3258, 16977)
furn_com_pm_chair_02 (4835, 3580, 16977)
furn_com_pm_chair_02 (4845, 3256, 16977)
furn_com_pm_chair_02 (4845, 3367, 16977)
light_com_lamp_01 (4635, 3610, 17098)
misc_com_bottle_03 (4851, 3159, 17290)
misc_com_bottle_05 (4471, 3174, 17476)
Gold_001 (4764, 3472, 17037)
BLEEDERS
active_com_bed_03 (4284, 2957, 17245) Into corner
furn_crate_open_01 (4428, 3257, 17501) Into floor
furn_crate_open_01 (4472, 3130, 16989) Into column
furn_crate_open_01 (4753, 3342, 16733) Into floor
furn_log_04 (4534, 3580, 17492) Into log-iron
in_nord_fireplace_01 (4544, 3635, 17489) Into top fireplace
misc_com_bottle_05 (4468, 3186, 17488) Into floor
misc_com_broom_01 (4400, 3102, 17525) Into column
Misc_Com_Redware_Cup (4493, 3573, 17580) Into fireplace
light_com_candle_09_64 (4842, 3478, 17044) Into alter
MINOR FLOAT
misc_com_wood_spoon_01 (4822, 3225, 17275)
furn_log_04 (4441, 3626, 17235)
MINOR BLEED
barrel_01 (4365, 3104, 17505) Into floor
furn_com_rm_chair_03 (4461, 3524, 16740) Into floor
furn_com_rm_chair_03 (4530, 3597, 16740) Into floor
furn_com_rm_table_05 (4470, 3594, 16732) Into corner
furn_log_04 (4441, 3610, 17220) Into fireplace
misc_com_redware_flask (4824, 3370, 16850) Into shelf
misc_com_wood_cup_02 (4420, 3249, 17538) Into crate
TR_furn_barrel_top01 (4236, 2923, 16979) Into floor
CASPERING
misc_hook (4733, 3585, 17282) – rotated to hide casper
OTHER ISSUES
common_robe_01 (4674, 3435, 16739) Not bleeding enough
common_shirt_01 (4723, 3220, 17514) Not bleeding enough
ex_common_door_01 (4544, 2898, 17058) Gap at top of door
misc_de_bowl_orange_green_01 PERSONAL PREFERENCE Minor float
light_com_candle_09_64 (both) Ownership
There is still some minor bleeding of the 2nd floor fireplace into the 3rd floor fireplace – should not be observable in-game.
The stone columns in the basement are odd. There are several instances of free standing columns placed over built-in columns – but at an odd offsets. I've check for overlapping issues – but did not see any. I don't think this should be an issue.
ITEMS ADDED
furn_log_04 (4535, 3587, 17501)
In_Lava_Blacksquare outside exterior door to hide top/bottom gaps
The file below has all the above changes.
Comments Very well done. Some very nice placement (basket on hook).
Do not copy items from other cells – sometimes causes ownership issues – as you had.
Note to Final Reviewer: This is the first cell, that I've reviewed, that had a Pathgrid. I tested it with a companion (Calvus Horatius). He easily moved around the rooms and up and down the stairs. I am not sure what else should be done with pathgrids.
Rating 9 out of 10
- Attachments
-
- TR_i3-269-Imp.esp
- (22.29 KiB) Downloaded 11 times
TESAME: Clean
Fits exterior: Yes
Northmarker set: Yes
Loading errors: No
Review: Since this is second review I didn't checked exterior and nortmarker.
Jug float
plankpile float
hook float (had to rotate)
Other:
I tweaked some other misc items
ITEMS ADDED
25 gold to one open barrel (at least little treasure for nosy players)
Comments I really liked this int, its simple and very well made.
Rating 9 out of 10
Fits exterior: Yes
Northmarker set: Yes
Loading errors: No
Review: Since this is second review I didn't checked exterior and nortmarker.
Jug float
plankpile float
hook float (had to rotate)
Other:
I tweaked some other misc items
ITEMS ADDED
25 gold to one open barrel (at least little treasure for nosy players)
Comments I really liked this int, its simple and very well made.
Rating 9 out of 10
- Attachments
-
- Clean TR_i3-269-Me.esp
- (22.35 KiB) Downloaded 12 times
Completed Morrowind Interiors: 47
The trice sealed house withstands the storm.
The trice sealed house withstands the storm.