i4-471-Hla

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

Moderators: Seneca37, Lead Developers

Locked
User avatar
Aeven
Lead Developer
Posts: 1964
Joined: Sun Aug 17, 2008 2:43 pm
Location: Groningen

i4-471-Hla

Post by Aeven »

Claim type: Interior
Claim ID: TR_i4-471-Hla (#2670)
Faction: Hlaalu
Parent claim: TR_4-26-Hla (#163)
Claimed by: Seneca37
Status: Approved (Progress: 100%)
Location: 1:(575, -3993):0
Files: TR_i4-471-Hla_Nomadic1_1.esp; TR_i4-471-Hla_seneca37_1.esp; TR_i4-471-Hla_seneca37_2.esp; TR_i4-471-Hla_seneca37_3.esp

---

(4, -31) Dwemer ruin.

This ruin is somewhat sunken into the sediment deposited by the Thirr river. Please reflect how close it is to the water in the interior.
User avatar
Nomadic1
Developer Emeritus
Posts: 3338
Joined: Sat May 15, 2004 7:34 am
Location: Adelaide, Australia

Post by Nomadic1 »

Claiming. Sounds fun.
User avatar
Aeven
Lead Developer
Posts: 1964
Joined: Sun Aug 17, 2008 2:43 pm
Location: Groningen

Post by Aeven »

Granting!
User avatar
Aeven
Lead Developer
Posts: 1964
Joined: Sun Aug 17, 2008 2:43 pm
Location: Groningen

Post by Aeven »

Hey Nomadic! Any updates here?
User avatar
Nomadic1
Developer Emeritus
Posts: 3338
Joined: Sat May 15, 2004 7:34 am
Location: Adelaide, Australia

Post by Nomadic1 »

Working on it. I'll upload something later.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
User avatar
Nomadic1
Developer Emeritus
Posts: 3338
Joined: Sat May 15, 2004 7:34 am
Location: Adelaide, Australia

Post by Nomadic1 »

I meant to respond a bit sooner.

Anyway, I've uploaded a WIP of where I'm at. The idea I have of this is that the lower levels are flooded and the ruin is looted empty. Tis in the middle of everything, after all. However there are currently somebodies inhabiting the ruin for whatever reason.

However it is possible for player to drain the water in the ruin and access a hidden room which has never been touched.

Problems: it's starting to get bigger than intended, and I'm not sure if I like the direction I've gone. But it's fun to play around with stuff in the CS.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
User avatar
Gnomey
Lead Developer
Posts: 2869
Joined: Fri May 19, 2006 11:55 am
Location: In your garden.

Post by Gnomey »

I have a question: have you located the exterior door of this ruin in the CS? Because as far as I can see, the ruin lacks a door.
User avatar
Nomadic1
Developer Emeritus
Posts: 3338
Joined: Sat May 15, 2004 7:34 am
Location: Adelaide, Australia

Post by Nomadic1 »

The exterior file I looked at had a door.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
User avatar
Gnomey
Lead Developer
Posts: 2869
Joined: Fri May 19, 2006 11:55 am
Location: In your garden.

Post by Gnomey »

Yeah, it looks like the door was sunken in the more recent files to represent the sedimentation. Thanks for helping me clear that up. :)
User avatar
Yeti
Lead Developer
Posts: 2061
Joined: Sun Feb 15, 2009 11:50 pm
Location: Minnesota: The Land of 11,842 Lakes

Post by Yeti »

Do you have a new file for us, Nomadic1?
-Head of NPCs: [url=http://www.shotn.com/forums/]Skyrim: Home of the Nords[/url]
User avatar
Yeti
Lead Developer
Posts: 2061
Joined: Sun Feb 15, 2009 11:50 pm
Location: Minnesota: The Land of 11,842 Lakes

Post by Yeti »

Please post here in the next week, or this will be revoked.
-Head of NPCs: [url=http://www.shotn.com/forums/]Skyrim: Home of the Nords[/url]
User avatar
Nomadic1
Developer Emeritus
Posts: 3338
Joined: Sat May 15, 2004 7:34 am
Location: Adelaide, Australia

Post by Nomadic1 »

Dropping. Sorry I won't have the time to continue working on this for a while.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
User avatar
Yeti
Lead Developer
Posts: 2061
Joined: Sun Feb 15, 2009 11:50 pm
Location: Minnesota: The Land of 11,842 Lakes

Post by Yeti »

Moving back to unclaimed then.
RyanS
Lead Developer
Posts: 532
Joined: Mon Aug 19, 2013 12:32 am
Location: California

Post by RyanS »

If anyone wants to claim this, it is very high priority. I currently have no time to work on it myself, as I am loaded with other business, both here and in RL. But if someone is willing, please take it.
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

Two sections
Top inhabited by bandits - with boss up in tower.
The bandits inhabit 1/2 of the area -door locked between them - key with boss. Dwemer creatures in the other 1/2 - more dwemer loot.
Bottom - flooded and mud starting to come in. Still some good loot available.
RyanS
Lead Developer
Posts: 532
Joined: Mon Aug 19, 2013 12:32 am
Location: California

Post by RyanS »

Yay! I think it would be awesome if you could use at least part of the WIP, if you weren't already planning to. It's quite amazing.
User avatar
Aeven
Lead Developer
Posts: 1964
Joined: Sun Aug 17, 2008 2:43 pm
Location: Groningen

Post by Aeven »

Granting. Seneca, you can self-grant you know? ;)
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

I'm not sure about that. I'll keep an eye out for the next pending claim, and see what buttons pop up. But I'm a moderator for Interior Reviews - not a Lead Developer. I know I can not push done claims over to reviewing.
Swiftoak
Developer Emeritus
Posts: 2029
Joined: Wed Feb 02, 2005 12:20 am
Location: Kah-nah-duh
Contact:

Post by Swiftoak »

Think he's only allowed to push buttons in Reviewing and Final, since he's only a forum mod and not a Global one.
"Idleness and lack of occupation tend - nay are dragged - towards evil."
-Hippocrates
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

Main level with tower structurally complete.
Working on lower level. Then Clutter.
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

Added lower level. I know the names of some of my items are not correct yet - still playing with them.
The main hall in the lower level is too bright - will change the lights. Primarily just need to clutter.
Should be done in the next day or two (depending on my work schedule).
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

This is done - please rush to reviewing.
Swiftoak
Developer Emeritus
Posts: 2029
Joined: Wed Feb 02, 2005 12:20 am
Location: Kah-nah-duh
Contact:

Post by Swiftoak »

Off with this then.
User avatar
Osidian
Reviewer
Posts: 135
Joined: Sun Jul 18, 2010 12:36 am
Location: Lisboa, Portugal

Post by Osidian »

TESAME: Dirty

Fits exterior: Yes



Northmarker set: Yes
Loading errors: Yes

Just some duplicate references of statics that were too close


Review:
Items Added:
TR_door_i4-471_dwrv_doorstuck with script TR_DoorStuck_i4_471
TR_light_i4-471-semi_dark_768
TR_light_i4-471_dwrv_p
TR_light_i4-471_neon_p
TR_light_i4-471_neon_ps
TR_light_i4-471_semi_dark
TR_bk_i4-471_journal
TR_key_i4-471_door

Ambient/Sunlight/illegal-to-sleep-here: OK
Style Mixing: No
Books: Appropriate. There's a new journal that should be reviewed by someone (if it wasn't already)
Container Contents: Appropriate
Items Rotated enough: Yes
In-game Map: Needed some blacksquares in the upper level and some tweaking in the lower level
Check Lights: Minor adjustments on the upper level

UPPER LEVEL
-Floater
-dwrv_desk00
-TR_Ingred_Meat_Durzog
-TR_Ingred_Meat_Rat
-dwrv_barrel00_empty
-dwrv_desk00
-furn_dwrv_table00 (one leg is longer than the others, you have to sink it into the ground)

-Minor floater:
-misc_com_wood_fork
-TR_Ingred_Meat_Guar
-misc_com_wood_knife
-TR_dire_poisoncloud_star
-furn_dwrv_bucket00
-dwrv_chest10_germia2
-furn_dwrv_bench10

-Caspering
-furn_coals_hot

-Bleeding
-dwrv_barrel00_empty (x3)

-Minor bleeding:
-dwrv_barrel00_empty
-dwrv_barrel00_empty

-Other changes:
-Fixed duplicated references that were deleted.
-Changed level 0 unpick-able lock to level 90 (Stealth based characters deserve a chance to avoid combat here. If the final reviewer disagrees it's easy enough to change it back...).
-Reduced the lock on the dwrv_chest10_germia2 from 90 to 50, since it is already well hidden and hard to acess, requiring telekinesis, and doesn't contain a big reward.
-com_chest_02_ra'zhid changed to a de_p_chest to avoid style mixing.
-Adjusted the the stacking sacks in the tower so they rest more naturally on the floor.
-Added some blacksquares.

LOWER LEVEL
-Floater
-furn_dwrv_table00
-ex_dwrv_header00 (x3)

-Minor floater:
-furn_dwrv_bucket00
-repair_journeyman_01

-Deleted (statics inside other statics, therefore hidden ingame and useless)
-furn_dwrv_fitting00 (x4)
-furn_dwrv_fitting30 (x6)

-Other changes:
-Tweaked blacksquares

Comments Awesome medium sized ruin. Love the atmosphere and lighting. Great work on the flooded chamber.

Rating
Attachments
TR_i4-471-Hla.esp
(105.75 KiB) Downloaded 16 times
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: Northmarker: Slight adjustment to north marker (added NM to lower level)

Ambient/Sunlight/illegal-to-sleep-here: OK/OK/NO
Correct TileSet: ok
Books: ok
Container Contents: ok
Items Rotated enough: ok
In-game Map: ok
Locks/Traps: ok
Check Lights: ok


CHANGES MADE
New item names changed to the following
LGHT TR_light_m4-471_semi_dark
LGHT TR_light_m4-471_neon_ps
LGHT TR_light_m4-471_neon_p
LGHT TR_light_m4-471_dwrv_p
LGHT TR_light_m4-471_semi_dark_768
DOOR TR_door_m4-471_dwrv_doorstuck
SCPT TR_m4-417_doorstuck
BOOK TR_bk_m4-471_journal
MISC TR_key_m4-471_door

MINOR FLOAT
dwrv_barrel00_empty (-4616, 1245, 222)

MINOR BLEED
dwrv_chest10_rare (-5833, -471, -180)

CASPERING
Repositioned chair in tower, added rope

OTHER ISSUES
Repositioned the ex_dwrv_pipe00's that hide seams.
Repositioned a few fitting00s and fitting30s
Repositioned some of the plants
Fixed room with locked door – TR_pillar did not fit properly.

ITEMS ADDED
Added back furn_dwrv_fitting00s to the green pipes. The player can see inside these pipes and the planters used to indicate green fluid should be hidden.
In_Lava_Blacksquares around tower.
Additional clutter – clothing to various locations.

ITEMS REMOVED
flora_bc_shelffungus_04 (all) should be growing on something organic
water from upper level and set fog to black.


Changes made are in the file below


Comments There needs to be a dead Orc and Khajiit in the room with blood (If bodies are named, the Orc is Itty and the Khajiit is K'lam).

Rating
Attachments
Clean TR_i4-471-Hla-Fixed.esp
(106.98 KiB) Downloaded 13 times
Swiftoak
Developer Emeritus
Posts: 2029
Joined: Wed Feb 02, 2005 12:20 am
Location: Kah-nah-duh
Contact:

Post by Swiftoak »

...and that's a wrap for Andothren-Thirr South dungeons, at least for the TRV.

Approving, great stuff!
Locked