Map 3 NPC Claim #8 [Stryker, 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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Mwgek
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Post by Mwgek »

Continue:

1)
NPC stuff:

Massulahibernanit (34,-27) 282490 -216137 1387 "daedric ruin has no critters, my thought is adding bandits here since there is no interior. This place is also lacking loot and goodies"

Nedothril Coast Region: (38,-26) till (34,-27) has nothing interesting what so ever. Maybe add a cave or a bandit camp here and there.

All watery areas in this claim are lacking mud crabs, slaughterfish and other baddies. Also all watery areas are not very detailed.

door_cavern_doors10 Nedothril Coast Region (38,-30) 312820 -243348 -840 "exiting the cavern can get you stuck on the outside"

2)
Exterior stuff:
Flora_tree_MH_02 Nedothril Coast Region (34,-26) 281260 -206287 680 "floating tree"
terrain_rock_wg_17 Nedothril Coast Region (34,-26) 282448 -208901 -310 "needs a bit more underwater detail"
ex_skiff Nedothril Coast Region (36,-26) 301952 -209088 -635 "Same, needs a bit more underwater detail"
terrain_rock_wg_10 Nedothril Coast Region (37,-26) 303865 -205587 1045 "claim border texture seam"
flora_kreshweed_03 Nedothril Coast Region (37,-26) 310012 -205858 796 "same claim border texture seam"
Terrain_rocks_WG_03 Nedothril Coast Region (38,-26) 311588 -205499 1048 "same claim border texture seam"
terrain_rock_wg_17 Lan Orethan Region (33,-27) 274080 -213636 3408 "caspering rock"
Terrain_rocks_WG_02 Lan Orethan Region (33,-26) 277926 -210828 1282 "caspering rock"
flora_gold_kanet_01 Nedothril Coast Region (36,-27) 299699 -214053 1374 "half sunken gold kanets"
flora_grass_02 Nedothril Coast Region (37,-27) 309377 -215487 1013 "half sunken grass"
flora_fire_fern_03 Nedothril Coast Region (38,-27) 311469 -214943 994 "more half sunken stuff"
flora_gold_kanet_01 Nedothril Coast Region (37,-26) 305296 -210834 412 "more half sunken stuff"
TR_f_blackrose02 Enamor Dayn (37,-28 ) 310027 -221718 1199 "half sunken blackroses"
terrain_rock_wg_17 Nedothril Coast Region (36,-28 ) 302624 -221839 721 "obvious vertexpaint claim border seam" Not sure what you are seeing; this isn't even a border, there's no seam visible to me. Be careful that you don't over-report! - Haplo
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Post by Mwgek »

Continue:

INT:
crate_02 Massulahibernanit Shrine 5396 224 16865 "bleeding other crate, causing glitchyness"
Massulahibernanit Shrine 5396 224 16865 "Add a scroll of almsivi intervention in this cave for escaping, if you use the potion of the rising force wrongly"
TR_furn_ladder_01 Aymasindo 3105 5237 13757 "ladder unwalkable"
Flora_kelp_02 Aymasindo 2801 4228 12966 "no escape from this pond, maybe add a stone walkway up to the little cavern and change the potions of waterbreathing on the skeletons for levitation"
In_OM_mezzanine Dulandos, Main Hall 3264 704 -64 "needs to be lowered a bit"
ex_de_docks_steps Azurranu 2538 6698 13729 "ladder isn't walkable to the top"
in_mold_rock_04 Azurranu 4454 5617 13758 "no escape from this pond"
In_OM_doorjam_03 Azurranu 3904 5120 14457 "caspering through the wall"
furn_velothi_altar_01 Zuldassur Ancestral Tomb 3376 4464 15488 "blocking entrance to room"
in_dwrv_hall4_00 Khananzr 5376 4960 9704 "hard to get out of that middle area"


EXT:
terrain_rock_wg_14 Nedothril Coast Region (35,-29) 288270 -232040 2964 "caspering"
terrain_rock_wg_10 Nedothril Coast Region (36,-29) 296686 -235632 3177 "caspering rock"
flora_stoneflower_02 Nedothril Coast Region (35,-30) 293633 -238694 1231 "half sunken stoneflower"
terrain_rock_wg_13 Nedothril Coast Region (36,-29) 303018 -236670 2195 "ugly texture seam under arch"
flora_stoneflower_01 Nedothril Coast Region (36,-31) 300783 -248181 1098 "half sunken stoneflower"
TR_terr_cliffst13 Lan Orethan Region (33,-31) 278432 -246136 1656 "caspering cliff"
Terrain_rocks_AI_02 Bosmora (33,-30) 275688 -244929 2083 "caspering rock"
TR_flora_tree07_ND Lan Orethan Region (32,-31) 266236 -252030 1633 "caspering treeroots" Not an error - Haplo
TR_terr_cliffel2uR Bosmora (33,-30) 278133 -238555 1374 "caspering a little bit a the silt strider side" Could not reproduce - Haplo
flora_comberry_01 Lan Orethan Region (31,-30) 260123 -241695 340 "leaves bleeding ground"
Flora_tree_MH_02 Lan Orethan Region (31,-30) 260421 -241540 291 "leaves bleeding ground"
flora_bush_01 Lan Orethan Region (31,-30) 260600 -242996 558 "leaves bleeding ground"
flora_comberry_01 Lan Orethan Region (32,-30) 269173 -243707 2031 "plant in rock"
flora_bush_01 Lan Orethan Region (31,-30) 261096 -245150 960 "half sunken bush"
flora_corkbulb Lan Orethan Region (30,-30) 253191 -245079 286 "corkbulb growing through tree"
flora_corkbulb Lan Orethan Region (31,-31) 261321 -250081 1472 "corkbulb leaves through ground"
flora_comberry_01 Lan Orethan Region (31,-31) 260899 -249603 1594 "leaves through ground"
flora_comberry_01 Lan Orethan Region (30,-31) 253461 -252338 1533 "leaves through ground"
Terrain_rocks_AI_02 Lan Orethan Region (30,-31) 251613 -252496 359 "caspering"
TR_terr_cliffel2uR Lan Orethan Region (31,-29) 261310 -237282 846 "caspering little bit at the side"
terrain_rock_wg_02 Lan Orethan Region (33,-29) 273063 -232190 2567 "caspering"
terrain_rock_wg_10 Lan Orethan Region (33,-29) 273748 -230518 3835 "caspering"
terrain_rock_wg_12 Lan Orethan Region (32,-29) 263950 -231712 2195 "caspering at the end"
TR_flora_tree12_ND Lan Orethan Region (32,-27) 270168 -217992 1264 "leaves bleeding rock"
TR_Flora_treeoak_FZ1a Lan Orethan Region (33,-27) 270472 -220784 1904 "leaves bleeding rock"
TR_flora_tree08_ND Lan Orethan Region (33,-27) 271824 -220720 2064 "leaves bleeding rock"
ex_dwrv_ruin80 Lan Orethan Region (32,-29) 266181 -230973 86 "magically floating dwemmer device"
Flora_kelp_02 Lan Orethan Region (32,-28) 266582 -228943 -173 "kelp living in dwarven bridge"
in_dwe_hall00_exp Lan Orethan Region (32,-29) 266591 -230580 -185 "ends are caspering"
in_dwe_hall_wall00_exp Lan Orethan Region (32,-29) 267309 -231938 -185 "ends are caspering"
in_dwe_hall00_exp Lan Orethan Region (32,-29) 267070 -231485 -185 "ends are caspering" Could not find the error for these three Dwemer reports - Haplo


NPC:
TR_m3_Fedura_Adarys00000000 Enamor Dayn, Adarys Manor 3987 2192 14338 "keeps walking against stuff in the house"

Misc:
Azurranu is a great interior with a unique tomb (of a General) at the end. What quest will be involved here? Anything about cleansing and restoring maybe?
Last edited by Mwgek on Wed Jan 02, 2013 10:39 pm, edited 1 time in total.
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Post by Yeti »

Mwgek wrote: Azurranu is a great interior with a unique tomb (of a General) at the end. What quest will be involved here? Anything about cleansing and restoring maybe?

Sassur-Dari Iron Mine is currently occupied by bandits, maybe an Indoril noble wants it back? (Indoril questline quest?)
I was not aware of Azurranu having a unique tomb. Whose tomb is it?

Sassur-Dari Iron Mine is being used in a misc quest

http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23798
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Post by Mwgek »

Tomb of General Thadas Ra'Athim

Don't ask me who that is. Someone sneaked in a unique tomb model.

And yes I saw that the mine had a quest after the post. Might as well edit it.
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Post by Yeti »

Ra'Athim is the family name for Morrowind's Imperial imposed monarchy. I think. There's no reason for there to be a tomb for one of them in a Daedric shrine to Azura (having any sort of tomb in a Daedric shrine doesn't make sense for that matter. The Dunmer bury their dead in Ancestral tombs).

To me it sounds like one of TR's stinky old lore ideas and should be removed. Azurranu is already a cool enough interior without it, iirc.
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Post by Mwgek »

It isn't a Daedric shrine, it's Old Mournhold style.. Don't know if that is any better.
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Post by Why »

It's probably for the best if this is renamed to something that isn't Ra'Athim. I'm not sure if I want to touch that family at all besides using it as Helseth's family name. I'll do it if someone else doesn't beat me to it, it's about time I did a proper review of this file anyway.
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Post by Haplo »

Yeah! ...no one else beat Why to a review. ;-)
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Post by Why »

Don't turn this into a waiting game. [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=302799#302799]You know I'll win.[/url]
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Post by Haplo »

I've been waiting as a member for TR to finish for over a decade now. Challenge accepted!
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Post by Why »

Oh god. What have we done.
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Post by arvisrend »

Who (if anyone) is working on this file now?

[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23798]q3-4[/url] can be merged into the file (use my arvis_6.esp in the last post).

Also, more betacomments:

M3A8: Terrain_rocks_WG_01 Lan Orethan Region (33,-26) 277798 -208134 816 "casper"

M3A8: TR_m3_Kiseen00000000 Bosmora (33,-30) 275357 -239877 1442 "should be a trader for ash yam, according to quest dialogue"

M3A8: in_pyboulder02 Sassur-Dari Iron Mine 3937 5616 10851 "out of the way, player can't pass"

M3A8: terrain_rock_wg_10 Lan Orethan Region (33,-29) 271394 -231734 3507 "caspers a bit"

M3A8: **** Sarbiri "cave might need a bit less good loot and a bit more unique loot"


M3A8: TR_ind_guard_s00000004 Zuldassur Manor -101 244 -66 "background topic might include something about their mission to the place"

M3A8: TR_m3_d_i3-667_bandit400000000 Zuldassur Manor, basement ruins -91 5288 1218 "this and the others need capital letters in their names"

M3A8: in_mold_rock_16 Zuldassur Manor, basement ruins -4295 4446 -317 "nothing hidden around here???"

M3A8: terrain_rock_ai_08 Lan Orethan Region (32,-30) 267219 -243031 1580 "texture mismatch"

edit: two more:

terrain_rock_wg_08 Alt Orethan Region (28,-26) 231785 -206892 2270 "casper"

terrain_rock_wg_13 Alt Orethan Region (28,-26) 229922 -207517 1885 "caspers"
Last edited by arvisrend on Tue Jul 02, 2013 11:38 pm, edited 4 times in total.
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Post by Why »

nobody is, it's in reviewing.
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Post by Aeven »

Terrain_rocks_WG_03 Lan Orethan Region (32,-30) 264104 -239039 1286 "slight floating"
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Post by arvisrend »

https://dl.dropbox.com/u/83265276/TR_Ma ... ing_A8.esp

Now has quest claim q3-4 merged in and a couple bugs fixed.

Another issue: NPC TR_m3_Kiseen has some contraband wares under his counter. They might need some rotation.

I've changed the topic title to Unclaimed since neither Stryker nor Yeti seem to be working on this file. I hope I was not mistaken about it. Does anyone want to fix the ext/int bugs in Mwgek's and other people's posts?
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Post by Haplo »

I will work on fixing physical bugs.
terrain_rock_wg_10 Nedothril Coast Region (37,-26) 303865 -205587 1045 "claim border texture seam"
flora_kreshweed_03 Nedothril Coast Region (37,-26) 310012 -205858 796 "same claim border texture seam"
Terrain_rocks_WG_03 Nedothril Coast Region (38,-26) 311588 -205499 1048 "same claim border texture seam"
These will have to wait until M3A8 is merged with the bordering claim to be fixed.
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Post by Haplo »

Physical bugs fixed. Ready for arvisrend checking!
Attachments
TR_Map_3_Detailing_A8.esp
(5.66 MiB) Downloaded 112 times
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Post by Why »

This claim had Stryker's and Yeti's name on it because they were the ones who actually made the vast majority of the NPCs and dialog. You know, in the way we attribute claims to people. The way I see it, this should stay attributed to them, and not "revoked" or made to have "unclaimed" in the title or anything, because it's been through the claim stage, they made it, and now we're reviewing their work. It's not unclaimed, it was claimed by them. Like how the name of the claimant is kept in the title of NPC claims after they have been finished.

But bleh, if you guys want to organize it this way, be my guest. I just don't see the need to call it "Unclaimed", I mean, it's in reviewing, so now we reviewers do what we're supposed to do without putting our own name on it, or revoking the previous attribution, right?
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Post by Haplo »

My bad. It wasn't anything malicious, I just didn't realize it was in Reviewing. Though with these non-claim-format claims, we historically send them to the archives after the area reaches post-beta release anyway.
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Post by arvisrend »

Can I have people's attention for a moment, please?

There are two missing int issues in this claim. While I normally don't consider them a blocker (we can always block the entrance and resupply the int later), I'd like to know what people think and know about them, and whether a proposed fix for one of them make sense.

The first issue is this:
Aeven wrote:4/5/2012 (12:21) TR_Map_3_Detailing_A8.esp 1/11/2012 (16:48) Windows ex_cave_door_01 Alt Orethan Region (27,-26) 227377 -208040 1367 "Unlinked door. Don't think this has an interior made for it either"
This is very close to the border with TR_Mainland, with the shrine of Ald Niripal on the other side. It would probably be fun if this cave would connect to the shrine, if only to thwart our habit of never having things go across ext claim borders. This will have to be done after merge, along with things like this:

terrain_rock_wg_18 Alt Orethan Region (27,-26) 229136 -205868 4283 "casper"

terrain_rock_wg_07 Alt Orethan Region (28,-26) 230965 -204812 2838 "casper"
arvisrend wrote:In_DB_door_oval Lan Orethan Region (34,-30) 285132 -244366 4814 "not linked"
This one looks doable. Here's how the entrance looks like:
https://dl.dropboxusercontent.com/u/832 ... %2C-30.jpg
The entrance on the right is unlinked, the one on the left is linked.

There seems to be an [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=22686]unlinked int from 2010 that fits[/url]: i3-677 (yes, made for Dulandos). As far as I can tell, it is not merged into m3a8, though I can't rule out it having been merged into a different map (Thrignar? Haplo?). Now, this int reasonably needs two exits, not one. I can think of two ways to solve this:

1) Remove one of the exits, along with the passage leading to it. My feelings say that'd actually make the int less typical, which is good.

2) Link both entrances to the respective entrances on the first picture. The "Dulandos, Ruined House" cell will then have to be re-linked somewhere else. Now there should be many choices. Maybe we can find a place to link it inside "Dulandos, Main Hall"? Or we have a different OM ruin in need of an int cell?
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Post by Haplo »

I think the first option is better; remove one of the doors and the hallway and merge it in.
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Post by Stryker »

I agree with Haplo in that the first option is a better choice.

In terms of the first missing interior, I'll check it out... Probably will end up posting a replacement at some point in the coming week. I like the idea of them linking, so I'd like to see it happen.


Edit: Totes lied. It's up. Someone be my bff and claim it.
Haū! Omochikaerī!

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Post by Yeti »

One of the missing ints might be what Nomadic1 referred to here back in 2010.
Nomadic1 wrote: The grotto I placed in 31, -29 I placed as a blocked door. The idea of a random door in the wilderness that has been blocked with no explanation given whatsoever appealed to my sense of humour. I mean it can be a regular interior but I just went for something different.
Then again, the cell coordinates don't match up to ones you quoted, so it probably isn't. Just thought I'd raise it as a possibility.
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Post by arvisrend »

Thanks for the info! The second missing int is now merged, pathgridded and NPCed. Feel free to test the scripts (coc "Dulandos, Shrine" and then exit to the ext to start from the beginning).

Nomadic1's easter egg blocked door is in the file, and it has no relation with the 1st missing int. Anyway, yeah, having it as a claim is definitely the right way to go.

NPC TR_m3_Sadali_Rothril (the clothier with no clothes) is now a commoner.

EDIT: File removed, since I'm working on it again (not for long).
Last edited by arvisrend on Thu May 30, 2013 1:57 am, edited 1 time in total.
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Post by arvisrend »

As for Vissamu (the 6th house cave with no enemies at all and too much free loot, rather prominently located on the isle of Gorne), I see the following way to go:

It is the entrance to an ancient House Dagoth burial, back from times when that was a house like any other. Due to this significance, it once became an ex-6th house cave, which did not last very long (the Temple is rather strong on the isle). At the onset of the game it is unoccupied (and yes, no loot), and the burial entrance is sealed (see that fresco at the dead end? yes, that's the seal), and it serves as a kind of attraction for the locals and tourists (like, if you ask around what you can do on the isle, you get directed to that cave). The young go there as a kind of liminal rite, although/as this is frowned upon by the elders). Maybe someone even went missing there and you get a quest to look for him, only to find him trying to figure out how to break the seal (you can use persuasion to get him to leave). Yes, that's my twist on the "disappearances in Gorne" quest suggestion :P

Later in the Temple MQ it may turn out that the Dagoths have returned and managed to break the seal (we might want to add a model for that). What comes further I don't know, but it looks like a good quest hook.

What are your ideas on this? Is this lore-compatible? Can we build on this?

Either way, the fugly crates near the cave entrance must go. Agreed?
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Post by arvisrend »

https://dl.dropboxusercontent.com/u/832 ... ling_A8.7z

I'm stopping at this. I'll reclaim this for NPC fixing in a week or so, but for now I've got more urgent things to do. If anyone feels like fixing things, be my guest.

EDIT: Note to myself: Bariel the florist in Gorne(?) should have some dialogue for the first Akamora MG quest.
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Post by Yeti »

Well, Vissamu is supposed to a dumping ground where House Indoril and the Temple dumped a bunch of 6th House stuff following the War of the First Council. After the House was made the scapegoat of the conflict by the Tribunal, the other houses wanted to remove any trace of it and seal it away. They used Gorne as a dumping ground due to the distance from Vvardenfell, where the influence of House Dagoth had been strongest.

Otherwise, I don't see anything wrong with your ideas, arvisrend. The place definitely needs to be integrated into a major quest line. Sixth House bases on the Mainland should be a big deal, even if this one is merely the hideout of a rabble of cultists.

There's an old manuscript in the interior that tries to flesh out the dumping ground's back story. I remember editing it quite a bit for style and lore accuracy, but I'd recommend someone else check for quality issues. Might be a good idea to let Adanorcil give it a look, since he already reviewed all of our crappy old books a short time ago.

Just to let you know, some of the of the Sleepers in the cave are already actual people who have dissapeared from nearby settlements, abandoning their lives to serve House Dagoth. One is a barkeeps from the Starlight Inn in Bosmora, while the other is the aforementioned missing servant from Sandil Manor in Gorne.

Finally, I don't see how the loot in the cave would be considered free. I gave ownership to all of the items, so the Dreamers will attack the player if he/she attempts to take anything.
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Post by gro-Dhal »

Dumping heretical stuff doesn't make a lot of sense. Why not just destroy it?

I prefer the idea of it being a 6th house tomb. We need a reason why it hasn't been completely cleaned out by the Ordinators/Armigers though. I'd say use the normal velothi tileset but creatively, and use lighting, sound activators and maybe a few 6th house statics to make it seem as different as possible from a normal tomb while using the same basic pieces.

A creative challenge for a modder bolder than me.
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Post by Yeti »

The interior has already been made with a dumping ground in mind. It would have to be completely redone for it to work as a tomb. I wouldn't be opposed to this, seeing as the original interior is a tad over-the-top. Fact is, the only reason for the Sixth House presence on Gorne to begin with is to make a nod to Poison Song (the in-game book series that features Gorne), so we could stand to be a little more creative in what we do with the place.
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Post by Haplo »

Don't dreamers in caves attack you on sight already?
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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
arvisrend
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Post by arvisrend »

Haplo wrote:Don't dreamers in caves attack you on sight already?
Not the ones in Vissamu, those are peaceful (like the one that stands in front of Fort Moonmoth).

I think the fact that it *looks* like a dumping ground is fine. It's just a cave that leads into a Dagoth tomb which once was a pilgrimage site for the Sixth House. When the Temple raided the place, they destroyed all the stuff and dumped it into the pit (at least, the things that weren't overly dangerous even in destroyed state).
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Post by rot »

all fixed by Aeven
sc_paper plain Bosmora, Relamus Saravyne's Quarters 4204 4638 15631 "bleeds on table"


I've noticed something in the Bosmora temple and vault (see screenshot) which might be an error with the Indoril interior tileset, since I think the objects are gridsnapped? - the junction between wall pieces sometimes slightly bleeds, which leads to a shimmering of sorts if you move or shift the view when close. It's also visible from afar if you're moving slowly. Found it in other Bosmora interiors too.
Ignore all the following if you think it unimportant,

in_MH_wall_01 Bosmora, Indoril Vault 4330 3802 12468 "slightly bleeding junction (screenshot)"

in_MH_int_corner_01 Bosmora, The Starlight Inn 3807 4098 15685 "same"
in_MH_int_corner_04 Bosmora, The Starlight Inn 3807 4608 15685 "same on right side"
furn_de_tapestry_04 Bosmora, Temple 4087 3988 16019 "left side"
in_MH_int_stairs_01 Bosmora, Temple 3577 4608 15812 "both sides"
in_MH_int_corner_01 Bosmora, Temple 4852 4608 15684 "both sides"
in_MH_int_corner_01 Bosmora, Temple 4852 4864 15684 "right side, slight left"
in_MH_int_wall_01 Bosmora, Temple 3832 4098 15684 "slight left side"
in_MH_int_stairs_01 Bosmora, Thalin Marendi's House 3810 4652 15814 "left"
in_MH_int_wall_01 Bosmora, Farys Manor 4032 4646 15679 "left"
in_MH_int_wall_01 Bosmora, Farys Manor 4032 4136 15935 "left"
in_MH_int_wall_01 Bosmora, Farys Manor 3776 4390 15935 "big one, left"
in_MH_int_corner_01 Bosmora, Farys Manor 4032 4646 15935 "big one right, slight left"
in_MH_int_wall_01 Bosmora, Audeius Vitellie's House 4079 4595 15684 "slight left"
Last edited by rot on Tue Jul 02, 2013 5:36 pm, edited 2 times in total.
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Post by rot »

TR_m3_Dralin_Belvayn - topic little secret "The Emerald Haven used to be called..." entry pertaining to herself lacks != this npc
TR_m3_Sadali_Rothril - "clothier who barters in the streets and has nothing to sell"
TR_m3_Galor_Farano - someone in particular, entry refers to himself
TR_m3_Ranis_Arthyn 00000000 topic local area, "and a few quant little farmers" = quaint? or has something to do with barges?
- Enamor Dayn entry on topic "Services" seems to mistakenly imply there are no vacant rooms in the inn
- Gorne, The Emerald Haven Inn - Gorne topic "specific place" refers to both Sandil Manor and this inn. Has a special entry in the manor, but not in the inn.

- the Thalotheran Quarry gold miners have kwama miner dialogue on "my trade" and need a special entry
- TR_m3_S_Ulgo gra-Shago Salandus doesn't have the freeable-slave greeting, instead defaults "What are you doing here? What can I do for you?"
- TR_m3_S_Syisha00000000 Salandus 1059 762 130 "always walking against wall, wanderAI should be 0?"
- active_de_bedroll Lan Orethan Region (28,-27) 234755 -215630 861 "area looks like it was supposed to be a bandits camp but wasn't NPCed so"
- TR_i3-542_Tattered_Journal , typo : "ate a dragons egg" should be "dragon's egg"

grammar:
TR_m3_Dengos - background, "like everyone think's we are"
TR_m3_Galam_Telas - someone in particular, double whitespace after "family"


grammar>missing commas:
TR_m3_Samase_Larethi - Background, "Sorry outlander,"
Gorne - greeting, "Why have you come to Gorne %PCName?"
Gorne - someone in particular, "His father, Ranalith Sandil can be found"
topic "Thalotheran Quarry" - "There's not much to talk about really"

?not sure on this TR_m3_Shullay_Vandalas - Background, "Shullay Vandalas at your service."



in_de_shipdoor_toplevel Gorne, The Ghostly Lady, Lower Deck 3745 4957 12320 "shouldn't be locked from the inside too"
TR_ex_ind_bridge_end_01 Gorne (40,-30) 334720 -239392 646 "caspering?"
TR_ex_ind_bridge_stair Gorne (40,-30) 334464 -239392 416 "also bleeding in the ground intentional? doesn't look implausible, just dirty"
In_MH_door_02 Gorne, Velo Valaro's House 3520 3968 15680 "very hard to reopen if closed from behind, player blocks it- possible with jumpglitching but suggest moving back the crates and trapdoor a bit still"
In_MH_door_02 Gorne, Sandil Manor 4736 4800 15808 "better open towards the other side"
In_OM_wall_spike Zuldassur Manor -1320 496 36 "hole into TESCS void seen from under this"
in_m_sewer_column_01 Zuldassur Manor -1300 252 -184 "not made to be walked on, screen shakes a lot... but probly not worth fixing"
TR_M3_A8_sign_TQuarry1 Lan Orethan Region (29,-30) 241746 -243551 1358 "Taythionis Quarry=Thalotheran?"
TR_M3_A8_sign_TQuarry1 Lan Orethan Region (30,-29) 246708 -232010 1152 "Taythionis Quarry=Thalotheran?"
light_sconce10 Lan Orethan Region (28,-27) 231710 -217826 561 "lit torches in an empty, roofless ruin (under the rain) (not a song title)"
Ex_MH_Palace_gate Ayemar, Entrance Hall 4422 4354 13955 "doors called Palace Gate"
Ex_MH_Palace_gate Ayemar, Entrance Hall 4422 4354 13955 "entrance door marker backwards"
In_OM_Aquaduct_End02 Aymasindo 2410 7773 12672 "portion of the base flickering at the bottom, issue with the object itself?"
TR_flora_tree07_ND Lan Orethan Region (30,-27) 249531 -214085 2478 "root misbehaving through ground into rock"
terrain_rock_wg_10 Lan Orethan Region (29,-31) 237856 -248474 1432 "seam on the exteriour ground near this"
Aeven fixed


[
flora_tree_ai_03 Lan Orethan Region (30,-29) 247646 -235691 1330 "wtf blinking white area around leaves? seems to happen when 'TR_Flora_treeoak_FZ1c' is behind leaves"
TR_Flora_treeoak_FZ1c Lan Orethan Region (30,-29) 247912 -234989 2009 "said TR_Flora_treeoak_FZ1c"
]
Thanks Mwgek!



TR_m3_d_i3-667_bandit400000000 Zuldassur Manor, Basement Ruins -88 5287 1218 "capitalised Dead Bandit"
TR_m3_d_i3-667_bandit00000000 Zuldassur Manor, Entryway Ruins -63 -432 -248 "capitalised Dead Bandit"
TR_m3_d_i3-667_bandit200000000 Zuldassur Manor -641 357 -117 "noncapitalised dead bandit"
TR_m3_d_i3-667_bandit300000000 Zuldassur Manor -422 321 -117 "noncapitalised dead bandit"


arvis fixed
TR_m3_Ranis_Arthyn "whitespace after name / or just in background"
TR_m3_Delyna_Savos "whitespace after her name / bg"
TR_m3_Gorvelo_Sethril "wspace after name / bg"

TR_m3_Galam_Telas 00000000 Lan Orethan Region (30,-29) 251971 -233901 94 "shipmaster has no transport options, intentional? also seems ID has whitespace"
TR_m3_Rellus Delano 00000000 "whitespace ID"
TR_m3_Sevila_Ores 00000000 "whitespace ID"
TR_m3_Ranalith_Sandil 00000000 "whitespace ID"
Last edited by rot on Tue Jul 02, 2013 5:34 pm, edited 3 times in total.
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Post by Mwgek »

flora_tree_ai_03 Lan Orethan Region (30,-29) 247646 -235691 1330 "wtf blinking white area around leaves? seems to happen when 'TR_Flora_treeoak_FZ1c' is behind leaves"
TR_Flora_treeoak_FZ1c Lan Orethan Region (30,-29) 247912 -234989 2009 "said TR_Flora_treeoak_FZ1c"
See my latest data update. This is fixed.
--Mwgek--
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Yeti
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Post by Yeti »

All those white spaces appearing after the names of various npcs were caused by me copying and pasting their names from a Word Document. These errors will hopefully not reoccur in my future claims.

Also, I take full responsibility for any and all grammatical errors uncovered. I hopefully will be making fewer ones now that I've dedicated some time to improving my writing. :v
-Head of NPCs: [url=http://www.shotn.com/forums/]Skyrim: Home of the Nords[/url]
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Not
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Post by Not »

Yeti wrote:by me copying and pasting their names from a Word Document.
...and I thought I was the only one that did that lol
Not another memory

...And so my bad karma gets worse
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Post by Haplo »

rot: travel options generally aren't done until claims are merged into TR_Mainland, since traveling is usually done across claim borders.
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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
rot
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Post by rot »

Noted, and thanks Mwgek!

The thing with whitespaces at the end of IDs is, it might give people a hard time with scripting. I only sweeped through them in Gorne, is there a way to procedurally hunt these? ("tes3cmd" can't do that I think)
Otherwise can just tell future questers to look out for it.
arvisrend
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Post by arvisrend »

Good suggestion, rot.

Code: Select all

#python
import sys

file = open(sys.argv[1])

# create list of NPCs whose IDs end with a whitespace.
# syntax:
# python spacenpcs.py dump.txt > spacenpcs.txt
# where dump.txt is the dump made by tes3cmd.

a = []
while 1:
    line = file.readline()
    if not line:
        break
    if line.startswith("Record: NPC_"):
        q = line[14:]
        for s in range(len(q)):
            if q[s] == '\"':
                q = q[:s]
                break
        if q[-1] == " ":
            a.append(q)

a.sort()

for i in a:
    print i
Output:

Code: Select all

tr_m3_d_drowned_looter
tr_m3_delos_deralin
tr_m3_dinere_vlars
tr_m3_galam_telas
tr_m3_gorvelo_sethril
tr_m3_mensa_sarayn
tr_m3_nels_vlars
tr_m3_nivos_zaril
tr_m3_o_argorth
tr_m3_o_armando
tr_m3_o_bralani
tr_m3_o_jenna
tr_m3_o_nulgra
tr_m3_ranalith_sandil
tr_m3_ranis_arthyn
tr_m3_relas_oryalen
tr_m3_rellus delano
tr_m3_rothera_galdavo
tr_m3_s_reidul
tr_m3_s_rinassu
tr_m3_sevila_ores
tr_m3_velos_denaven
tr_m3_vonera_vulls
These will be fixed next time I'm working on the file. EDIT: DONE
Last edited by arvisrend on Mon Jun 10, 2013 6:29 pm, edited 1 time in total.
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Post by rot »

Nice!

Re:Gorne / Vissamu...
There's a Buoyant Armiger in Sinramen Monastery (only relatively close, but it's a nice hike). Seems to be there only for fluff, but could be of use / intermediary in 6th house-related quests.
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