Map 3 NPC Claim #2 [Yeti]

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Yeti
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Post by Yeti »

Dondril now has full dialouge and the manor place to the west of Dondril has npcs and dialouge. I've also started placing npcs in the Councilor's manor.

Also, I'm missing an int for the farmer's shack in 8,-24. If someone could look into that, I'd appreciate it.
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Post by Why »

Great work so far.

Minor things, Iverea Drethl has two entries for background, and her daughter thinks everything is a bit too lovely. You use the NoLore variants of the script quite often and I don't always see why. Feel free to use regular NPC scripts more often in places where you'd usually use the NoLore variants. Especially NPCs like Ilvi, who the player will probably have to deal with on a somewhat regular basis, can look empty, or unfriendly, when they don't have access to a lot of topics. A further note on Ilvi, consider setting his class to something more warrior-like and/or bumping his level to 40something. We might have to assassinate him at some point or another, and he should be quite the challenge.

Looking through this claim also reminded me that we need some more dialog on Houses for nobles and House members. I'll see what I can do about that. It's something that'd have to be added to TR_Data, I think.
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Post by arvisrend »

Great to see progress! Some random remarks:

TR_m3_Sorvolo Thelns00000000 Dondril, Sorvolo Thelns’ Shack 3860 4133 15176 "yeti! y u put whitespaces at the end of NPC's names?"

TR_m3_Barayn Ilev 00000000 Dondril, Barayn Ilev’s Shack 3826 4135 15179 "yeti! y u put whitespaces at the end of NPC's names?"

TR_m3_Fothras_Zerum00000000 Dondril (9,-22) 78150 -177944 1914 "typo in 'specific place': 'road north road'"

TR_m3_Fothras_Zerum00000000 Dondril (9,-22) 78150 -177944 1914 "also, in the same topic: do you really say 'the Roa Dyr'?"


*** Dondril (9,-22) 78150 -177944 1914 "maybe add 'Inlet Bog' topic to the NPCs here. the Inlet Bog is a pretty dangerous place lately (used to be better, but now, durzogs and generic scariness), better avoided"

TR_m3_Synda Urdasa00000000 Dondril, Synda Urdasa's Shack 4009 4082 14755 "'latest rumors' reply about Hadrumnibibi: 'renown' should be 'renowned'"

TR_m3_An-Tel00000000 Dondril, An-Tel's Shack 3852 4130 15118 "'background' reply: i think 'outswim' is one word"

TR_m3_An-Tel00000000 Dondril, An-Tel's Shack 3852 4130 15118 "'Dondril' reply: 'on this side of' THE 'river'"

Ex_De_Shack_Door Dondril (9,-22) 76240 -176620 1816 "shack not locked, but noone inside"


TR_m3_Sorvolo Thelns00000000 Dondril, Sorvolo Thelns’ Shack 3866 4088 15176 "this one looks like she could give the player advice on the MW version of simple living (the Scout class does fit) or is just visiting here and lives somewhere else; definitely she should be a source of earlygame info about the wilderness"

crate_01_imp_silver Dondril (9,-22) 76478 -177417 1807 "doesn't this bleed a bit too far into the ground?"

Another thing: If you do "World \ World Testing \ Non-Teleporting Doors" in the CS, you get three doors in Almas Thirr and five doors in the Thirr River Valley. Out of the three Almas Thirr doors, two (the two ex_vivec_grate_01's) should either get the noPickUp script (which means they should get a new ID) or be linked to the Underworks, and the third door should be deleted. Out of the Thirr River Valley doors, the In_DB_door01 should get a blockedDoor script (again, this requires a new ID).

Also, please keep in mind my previous bugreports in this topic.
Last edited by arvisrend on Tue Dec 18, 2012 11:23 am, edited 2 times in total.
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Post by arvisrend »

I think this warrants a separate post:

There are two unlinked ints in this claim: [url=http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=12238]TR_i3-172-Ind[/url] and [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=12352]TR_i3-290-Ind[/url].

i3-172, I have been told, belongs into M3A4west, where it should be inhabited by a high-level trainer. But M3A4west doesn't have an ext shell for it, so we could just as well put it in M3A2, right? And now for something really heretical: Must the farmer in 8, -24 live in a shack, or can we replace the shack by that little Velothi house?

i3-290 belongs into Almas Thirr Canalworks (see the thread), but apparently there is no door down there, and I'm not sure if there is any space for this int geometrically. What do we do about that?
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Post by Yeti »

arvisrend wrote: i3-172, I have been told, belongs into M3A4west, where it should be inhabited by a high-level trainer. But M3A4west doesn't have an ext shell for it, so we could just as well put it in M3A2, right? And now for something really heretical: Must the farmer in 8, -24 live in a shack, or can we replace the shack by that little Velothi house?
I wouldn't be against it but I'm unsure if I have permission to make such a claim (I could probably do it). With that said, I'd still need an int for it :)
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Post by arvisrend »

Huh? If we go this way, then it's just a matter of replacing the shack by a velothi ext shell. No need to make any claim.
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Post by Yeti »

I meant to say that I'm unsure I'm allowed to make changes to the exterior since I'm not an exterior modder (I have no idea why I typed "claim").

Also, yes, I just realised what you meant conerning using the TR_i3-290 interior for the farm.
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Post by arvisrend »

I guess you can ask Nemon, but I'll be pretty surprised if he answers no. It's an easy use of ex_vivec_h_01, along with moving the stuff leaning against the wall. Just remember to do the usual things like fixing the northmarker, and adding the windows on the outside. Make sure the house is locked, and TR_m3_Revea_Telas has some interest/skill in alteration magic and is a rather good trainer. (Trainers on farms are not unheard of in vanilla MW.)
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Post by Yeti »

New file, Ilvi Manor dialouged. Old stuff fixed. Shack in 8, -24 replaced with a Velothi house.
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Post by arvisrend »

Yeti wrote:Shack in 8, -24 replaced with a Velothi house.
Very nice! What I'm missing is some dialogue for Revea Telas which tells you that she is a farmer besides being a mage (and why this combination of skills). Also, three baskets floating outside the house. Also, no pathgrid inside, but I guess this isn't relevant for a house with nobody in it.

In Ilvi Manor, NPC TR_m3_S_Taliit seems to not have a slave script; is this intentional?

Not sure if the two red lichen in front of (one of) the gates to Ilvi Manor should really be owned by someone.


Two older bugreports I have in my betacomments; might already be fixed:

Terrain_rocks_AI_01 Dondril (9,-22) 78858 -172853 2131 "casper"

terrain_rock_ai_01 Thirr River Valley (10,-21) 82033 -168574 2923 "float"
Last edited by arvisrend on Fri Dec 28, 2012 5:02 pm, edited 1 time in total.
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Post by Yeti »

After a marathon of modding, and watching National Geographic documentaries on Youtube, I’ve finished Roa Dyr’s npcs (built off of BC’s stellar work) and have generic dialogue implemented.

Edit:

I just noticed this error post by arvisrend from the last page. I will get around to fixing these things with my next file.
The door to "Gilnam Arendes: Potter", as well as its doorframe, are floating. If you don't want to fix that, tell me so I can.

Terminus Atrus probably should restock on more than a scroll, and again shouldn't hawk his pillow.

Doves Silvin should barter, although I guess you know that as well. Also, a crate_01_armorbonemold_ in his house bleeds into a furn_de_practice_mat. Does the training area suggest that he is testing his potions on live subjects? That could be a quest hook (in addition to the 3 quests proposed above). He is paying people to test his potions in battle, and he is being blamed for somebody dying during such a "training".

Milthulsim Rithro also sells his pillow and doesn't restock on anything. And a limeware bowl, is he allowed to sell that?

In the Roa Dyr Temple, could you somehow make picking the locked door at least not completely trivial (e. g., by having a guard patrol the corridor)? There are two Axe skillbooks in the temple, and one isn't even behind any locks, so I am slightly worried about early-game balancing.
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Post by arvisrend »

Not pressing, but how far are we from having Roa Dyr and/or Almas Thirr quest-ready? I'm bringing this up because the Quests:Unclaimed forum is empty and I gave 3 [url=http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=307616#307616]quest designs[/url] for Roa Dyr and Almas Thirr (although these quest designs probably need some kind of review first). One of the quests requires an int merged into the file, but the int has already been reviewed once and shouldn't be very hard to final. Oh, and the alchemist could use a new mesh from Spiffyman, but this can be done at any step.
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Post by Yeti »

Well, Almas Thirr doesn't have any npcs yet and Roa dyr npcs don't have complete dialogues. Dondril, however, is ready for quests. I can come up with and post 2 ideas for Dondril quests by tomorrow. I'll also post a new updated file.
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Post by Not »

arvisrend wrote:Not pressing, but how far are we from having Roa Dyr and/or Almas Thirr quest-ready? I'm bringing this up because the Quests:Unclaimed forum is empty and I gave 3 [url=http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=307616#307616]quest designs[/url] for Roa Dyr and Almas Thirr (although these quest designs probably need some kind of review first). One of the quests requires an int merged into the file, but the int has already been reviewed once and shouldn't be very hard to final. Oh, and the alchemist could use a new mesh from Spiffyman, but this can be done at any step.
I believe Ald Erfoud and Verarchen were going to be next on the NPC claim list. But I can add to that list too, so yeah, if you want, I can gladly merge that stuff in (assuming it's ready to go) and also make them into NPC claims.
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Post by Mwgek »

Some stuff when I ran through, probably already known issues. I just think Roa Dyr is the best place ever!

EXT:
TR_ex_ind_pier_01 Roa Dyr (8,-27) 69278 -218364 80 "Terrain to the pier needs to be highered a bit so you can walk over it, instead of jump"
tr_ex_ind_roadmarker Roa Dyr (8,-27) 69072 -218348 384 "needs banner"
A_Ex_De_Oar Roa Dyr (9,-27) 77002 -217640 112 "oars are moving like they are on water"
TR_terrain_AI_rock_18 Thirr River Valley (10,-27) 82086 -215134 317 "texture seam behind temple"
flora_bc_grass_01 Thirr River Valley (9,-26) 79349 -208309 546 "Needs to be lowered a bit"
Terrain_rocks_AI_01 Thirr River Valley (10,-28) 88780 -222270 -91 "Some underwater detailing needed in this pond"
terrain_rock_ai_03 Thirr River Valley (10,-28) 87344 -226514 -186 "Some underwater detailing needed in this pond"
flora_bc_grass_01 Thirr River Valley (10,-28) 87519 -223658 342 "Needs to be lowered a bit, 2x grass"
Terrain_rocks_AI_03 Thirr River Valley (10,-28) 82885 -225048 -128 "Some underwater detailing needed in this pond"
tr_ex_ind_roadmarker Roa Dyr (8,-27) 72118 -213175 384 "Missing banner"
TR_f_fern02_db Thirr River Valley (9,-25) 77124 -204257 357 "Half sunken fern"
TR_ex_ind_pier_01 Roa Dyr (9,-27) 73785 -215689 67 "Terrain needs to be higher. Now you can't walk up there. Had to jump"

NPC: (Probably just stuff that you are already aware of.. Sorry if so.)
furn_de_ex_table_02 Roa Dyr (9,-27) 76135 -220231 175 "Doesn't it need traders at these stalls?"
EX_MH_bazaar_booth_01 Roa Dyr (9,-27) 74763 -217489 147 "Doesn't it need a trader at this stall?"
TR_m3_Mabelien00000000 Roa Dyr, Mabelien: Smith 2613 1871 15938 "trader is walking around in his shop"
TR_m3_S_Ju-ril00000000 Roa Dyr, Felovil Manor 4823 4117 15554 "doesn't use normal slave dialogue and can't be freed"
TR_m3_Riltse Hetham00000000 Roa Dyr (9,-27) 78039 -214189 634 "no travel options"
TR_m3_Llanas Tharoth00000000 Roa Dyr, The Tower and Temple 3658 1796 15490 "no beds for rent?"
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Post by Aeven »

I believe I posted a mesh and texture for the Roa Dyr (and some other banner?) in the Data Updates thread. It didn't exist when I (re-)made Roa Dyr.
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Post by Yeti »

Mwgek wrote:[TR_m3_Riltse Hetham00000000 Roa Dyr (9,-27) 78039 -214189 634 "no travel options"
She doesn't have any travel options because there aren't any other siltstriders in the file to link with. The other NPC related things are either already fixed or being fixed currently.
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Post by Mwgek »

Ok, Don't mind me :). Can't wait to see this finished.

Continue:

ex_vivec_w_02 Almas Thirr (6,-28) 56269 -226526 648 "caspering a little bit"
TR_terr_cliffel2bL Thirr River Valley (6,-27) 51210 -215224 -1024 "caspering"
a_ex_de_rowboat Thirr River Valley (6,-27) 50093 -214383 10 "floating unrealistic"
Ex_DE_ship_cabindoor Thirr River Valley (6,-27) 51873 -216774 -1244 "Missing interior, I see these are mentioned earlier by Arvisrend"
ex_de_ship_trapdoor Thirr River Valley (6,-27) 52656 -217375 -1287 "Missing interior"
TR_terr_cliff45inL Thirr River Valley (5,-27) 48614 -215584 -1024 "cliffs not snapped properly"
TR_flora_tree11_ND Thirr River Valley (7,-26) 60796 -209823 4421 "floating"
TR_flora_tree11_ND Thirr River Valley (7,-26) 60514 -210333 4484 "floating"
flora_bush_01 Thirr River Valley (7,-26) 60245 -210158 3948 "bleeding/caspering"
terrain_rock_ai_10 Thirr River Valley (7,-26) 60718 -209068 5027 "caspering"
TR_flora_tree07_ND Thirr River Valley (7,-25) 64241 -200807 1023 "bleeding ground heavily"
TR_flora_tree11_ND Thirr River Valley (7,-25) 63969 -199861 436 "bleeding ground heavily"
TR_flora_tree09_ND Thirr River Valley (7,-25) 64591 -200434 1083 "bleeding ground heavily"
TR_flora_tree09_ND Thirr River Valley (7,-25) 63708 -200169 894 "bleeding ground heavily"
TR_flora_tree07_ND Thirr River Valley (7,-25) 60526 -204487 3296 "bleeding ground heavily"
terrain_rock_ai_09 Hadrumnibibi (6,-25) 49250 -202730 817 "Ugly texture seam"
terrain_rock_ai_03 Thirr River Valley (5,-22) 41336 -173740 210 "caspering"
furn_de_signpost_02 Dondril (9,-22) 78987 -176544 2321 "missing banner"


Ow and Daedric fangs for free at Hadrumnibibi, Don't they need a chest or something?
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Post by Aeven »

I discussed this on IRC with some people, and this is the idea: the lock in Almas Thirr, during various quests, could house a ship with differing interiors. This shouldn't be too difficult with the help of scripts, and it really helps to make the River Thirr traffic feel a lot more dynamic with ships having to pay the river toll.
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Post by Yeti »


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Last edited by Yeti on Wed Jan 09, 2013 6:25 am, edited 1 time in total.
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Post by Bloodthirsty Crustacean »

I really really like the Malacath Orcs quest, though putting a bounty on the player's head for what on the face of it seems like the most 'truthful' option is a bit harsh. Just a nice telling off dialogue would surely do fine.

Also, I'd say giving the player a free silver weapon in a starting area misc quest is no less unbalanced. I'm pretty sure there are some early vanilla quests (e.g. anything to do with Ghostgate) that take players through Daedric ruins, and you just have to use your wits.
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Post by Katze »

For quest #1 (the feral guars) A nice "clever" solution to the quest could be to either use dominate or have the guars chase you back to the pen and the player closing it.

Could be a nice solution that would give a better reward than merely killing the beasts
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Post by arvisrend »

Sorry guys, I fucked up here. The i3-172 claim belongs into M3A3, not here. So no, the Velothi shell @8, -24 should be removed. Here what I believe to be the relevant statics (though most of them should still be in the file):

NAME: Name:ex_de_shack_02
DATA: X:73144.09 Y:-196027.34 Z:541.65 X_Angle:0.00 Y_Angle:0.00 Z_Angle:4.18

NAME: Name:Ex_De_Shack_Door
DATA: X:73171.32 Y:-195788.91 Z:517.65 X_Angle:0.00 Y_Angle:0.00 Z_Angle:2.61

NAME: Name:barrel_01_cheapfood5
DATA: X:73363.05 Y:-195774.59 Z:537.48 X_Angle:6.24 Y_Angle:0.04 Z_Angle:4.18

NAME: Name:barrel_01_cheapfood5
DATA: X:73344.48 Y:-195748.44 Z:471.76 X_Angle:6.22 Y_Angle:0.03 Z_Angle:0.00

NAME: Name:barrel_01_cheapfood5
DATA: X:73379.08 Y:-195800.56 Z:470.13 X_Angle:6.22 Y_Angle:0.06 Z_Angle:5.83

NAME: Name:furn_de_shack_basket_01
DATA: X:72927.30 Y:-195877.59 Z:459.94 X_Angle:6.16 Y_Angle:6.28 Z_Angle:6.03

NAME: Name:furn_de_shack_basket_02
DATA: X:72872.08 Y:-195898.58 Z:442.45 X_Angle:6.16 Y_Angle:0.00 Z_Angle:5.39

NAME: Name:furn_de_shack_basket_02
XSCL: Scale:1.19
DATA: X:72829.27 Y:-195934.23 Z:441.22 X_Angle:6.16 Y_Angle:0.03 Z_Angle:0.00

NAME: Name:TR_misc_com_fp_shovel
XSCL: Scale:1.70
DATA: X:73028.97 Y:-195862.19 Z:468.81 X_Angle:1.13 Y_Angle:0.52 Z_Angle:6.11

NAME: Name:TR_misc_com_fp_shovel
XSCL: Scale:1.70
DATA: X:73014.80 Y:-195870.39 Z:468.55 X_Angle:1.13 Y_Angle:0.52 Z_Angle:6.11

Aeven proposes using one of the old Almas Thirr Foreign Quarter shacks to fill this one.
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Post by Yeti »

Is there any reason why the Velothi house can't be removed from M3A3, or why the shack can't be used to replace the house in that claim.
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Post by Aeven »

The main reason is the A3 house is exquisitely detailed (Thanks to Cat) and that we have lots of shacks in need of a good home.
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Post by Haplo »

The main reason is that the house exists in A3 and the claim was made for that one so it should be used there and not here.
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Post by Yeti »

New file. Bunch of Npcs added. Haven't replaced the Velothi house yet.
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Post by Nemon »

I was just prancing about Dondril the other day, and one of the NPCs said that Dondril was situated in the western foothills of the Thirr something something. That's not right, is it? It's eastern.

Sorry for lacking error report, I'm at work and tend to forget this stuff when I sit down at home.
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Post by Nemon »

Any update here?
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Post by Aeven »

One thing I spotted:

3/9/2013 (00:36) TR_Map_3_Detailing_A2.esp 1/25/2013 (12:44) Windows TR_cont_ornate_chest Roa Dyr, Harbor Offices 157 42 454 "randomly floating chest"
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Post by Yeti »

Nemon wrote:Any update here?
Opps! This has gone a long time without an update! Sorry about that, but I have been working on this off and on the whole time.
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Post by Why »

I'm totally going to just wander this area while I'm writing more Indoril quest line stuff this evening
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Post by Yeti »

New file. NPCs for Almas Thirr should be close to finished.
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Yeti
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Post by Yeti »

New file. Improved NPCs. Still no dialogue for Almas Thirr, but I'm slowly working on it in a Word Document.
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arvisrend
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Post by arvisrend »

Nice steady progress here.

I hate to remind people of bugs, particularly when the bugs are caused by myself, but I'm still seeing that Velothi int in cell 8, -24 which, as we know, should not be there. I'd love to see this fixed, better sooner than later. What are the int numbers of the orphaned shacks? Revea probably can remain an alteration mage, as long as we draw her character as some kind of ascetic (might become an MG quest target?).

In other news:

Terrain_rocks_AI_01 Thirr River Valley (7,-24) 64187 -193165 589 "casper"

Ex_De_Shack_Door Thirr River Valley (6,-22) 53557 -177956 233 "door not owned"
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Yeti
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Post by Yeti »

Ah yes, fixing that slipped my mind. Before I do, I would like to know which type of shack exterior I should use to replace the Velothi house with.
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Post by Yeti »

Just to clarify something that was brought up in the official thread; is this claim part of Almalexia? I could of sworn we were planning on including all remaining Indoril areas in the next release, and this would certainly include Roa Dyr, Dondril and Councilor Ilvi's manor.

At the rate I'm going this claim will be completed long before we even start on Almalexia's npcs. I don't see any reason why we shouldn't include it, except the fact that the Thirr River will be split down the middle until Heartlands is made public. Although dividing the Thirr this way would definitely diminish the grandeur of the region, I'm not entirely sure this should be a deal-breaker for merging this claim with Almalexia.

Anyway, my work on Almas Thirr is progressing nicely. I've written a majority of the city's dialogue, and should have a final file up by the end of the month.

Again, just so I can finally get replacing that erroneously placed Velothi hut out of the way, could someone please direct me to the interior I should use for the shack farm in [8,-24]?
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Post by Yeti »

T-T-T-T-Triple Post!

So after a long galling process, I finally have all of Almas Thirr's dialogue in the CS. Naturally, I will be going over it all a second time to fix errors in my oh so often deficient syntax, but otherwise this claim is quite close to being completed.

All I need now is answers to the questions and requests outlined in my above post. Afterwards I can finally sail this claim straight into port. Also, I seem to be missing some interiors that are currently lying in Interiors Reviewing. If somebody- and by somebody, I probably mean TF, could give a final review to this [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23771]shipwreck[/url] and this [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23770]grotto[/url], so that I can merge them, I would greatly appreciate it.

As usual, I welcome all questions, comments and critiques about my work that you guys can diss out. 8)
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almost done...
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arvisrend
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Post by arvisrend »

Great news, Yeti! I'm definitely in favor of including this in the Almalexia release (tbh I wouldn't be surprised if even the west coast of the Thirr is NPCed by the time we get to finish Almalexia). I'll have a look at the claim once I'm back from this conference and have finished my own outstanding debts (q2-30 and Mainland fixing). Sadly I don't know much about the Velothi hut -- Thrignar, can you help out here?
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